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authorRobert Adams2013-01-17 14:47:35 -0800
committerRobert Adams2013-01-17 14:47:35 -0800
commit75f710f1e70a3c9d3459d549eb4334a445aca834 (patch)
treec41b93551f101cfd10ea39567f10b759bbf3f355 /OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
parentAdd 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-xOpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt6
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
16Avatars walking up stairs (HALF DONE) 16Avatars 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.
18Vehicle movement on terrain smoothness 18Vehicle movement on terrain smoothness
19When is force introduced by SetForce removed? The prestep action could go forever.
19Boats float low in the water (DONE) 20Boats float low in the water (DONE)
20Avatar movement 21Avatar 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
73GENERAL TODO LIST: 74GENERAL TODO LIST:
74================================================= 75=================================================
76Implement llSetPhysicalMaterial.
77Implement llSetForceAndTorque.
75Implement an avatar mesh shape. The Bullet capsule is way too limited. 78Implement 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.
80Verify/fix phantom, volume-detect objects do not fall to infinity. Should stop at terrain.
77Revisit CollisionMargin. Builders notice the 0.04 spacing between prims. 81Revisit CollisionMargin. Builders notice the 0.04 spacing between prims.
78Duplicating a physical prim causes old prim to jump away 82Duplicating 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
121LINKSETS 125LINKSETS
122====================================================== 126======================================================
123Editing a child of a linkset causes the child to go phantom 127Editing 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
125Offset the center of the linkset to be the geometric center of all the prims 129Offset 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
127Linksets should allow collisions to individual children 131Linksets should allow collisions to individual children