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author | Robert Adams | 2013-01-17 14:47:35 -0800 |
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committer | Robert Adams | 2013-01-17 14:47:35 -0800 |
commit | 75f710f1e70a3c9d3459d549eb4334a445aca834 (patch) | |
tree | c41b93551f101cfd10ea39567f10b759bbf3f355 /OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | |
parent | Add utility function to clamp a vector to a maximum magnitude. (diff) | |
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BulletSim: Add one function that all actors who act on the physical
can use to know if the object is currently active.
Code cleaning including use of Util.ClampV function.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | 6 |
1 files changed, 5 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index d4545f7..9bfec19 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | |||
@@ -16,6 +16,7 @@ vehicle angular banking | |||
16 | Avatars walking up stairs (HALF DONE) | 16 | Avatars walking up stairs (HALF DONE) |
17 | Radius of the capsule affects ability to climb edges. | 17 | Radius of the capsule affects ability to climb edges. |
18 | Vehicle movement on terrain smoothness | 18 | Vehicle movement on terrain smoothness |
19 | When is force introduced by SetForce removed? The prestep action could go forever. | ||
19 | Boats float low in the water (DONE) | 20 | Boats float low in the water (DONE) |
20 | Avatar movement | 21 | Avatar movement |
21 | flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE) | 22 | flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE) |
@@ -72,8 +73,11 @@ Incorporate inter-relationship of angular corrections. For instance, angularDefl | |||
72 | 73 | ||
73 | GENERAL TODO LIST: | 74 | GENERAL TODO LIST: |
74 | ================================================= | 75 | ================================================= |
76 | Implement llSetPhysicalMaterial. | ||
77 | Implement llSetForceAndTorque. | ||
75 | Implement an avatar mesh shape. The Bullet capsule is way too limited. | 78 | Implement an avatar mesh shape. The Bullet capsule is way too limited. |
76 | Consider just hand creating a vertex/index array in a new BSShapeAvatar. | 79 | Consider just hand creating a vertex/index array in a new BSShapeAvatar. |
80 | Verify/fix phantom, volume-detect objects do not fall to infinity. Should stop at terrain. | ||
77 | Revisit CollisionMargin. Builders notice the 0.04 spacing between prims. | 81 | Revisit CollisionMargin. Builders notice the 0.04 spacing between prims. |
78 | Duplicating a physical prim causes old prim to jump away | 82 | Duplicating a physical prim causes old prim to jump away |
79 | Dup a phys prim and the original become unselected and thus interacts w/ selected prim. | 83 | Dup a phys prim and the original become unselected and thus interacts w/ selected prim. |
@@ -121,7 +125,7 @@ Physical and phantom will drop through the terrain | |||
121 | LINKSETS | 125 | LINKSETS |
122 | ====================================================== | 126 | ====================================================== |
123 | Editing a child of a linkset causes the child to go phantom | 127 | Editing a child of a linkset causes the child to go phantom |
124 | Move a child prim once when it is physical and can never move it again without it going phantom | 128 | Move a child prim once when it is physical and can never move it again without it going phantom |
125 | Offset the center of the linkset to be the geometric center of all the prims | 129 | Offset the center of the linkset to be the geometric center of all the prims |
126 | Not quite the same as the center-of-gravity | 130 | Not quite the same as the center-of-gravity |
127 | Linksets should allow collisions to individual children | 131 | Linksets should allow collisions to individual children |