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authorRobert Adams2012-12-13 23:08:01 -0800
committerRobert Adams2012-12-13 23:08:01 -0800
commit664dad53dded9537e75893ca9fc6a42c93a95ded (patch)
treeb6a3f3b2f7e6f19ab781a9c2ebaabc963bc19779 /OpenSim/Region/Physics
parentReturn the last set targetVelocity rather than the current velocity as the de... (diff)
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BulletSim: Add more to the TODO list. Clean up and improve some comments.
Diffstat (limited to 'OpenSim/Region/Physics')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs12
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt7
2 files changed, 9 insertions, 10 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs
index 524a1d0..662177f 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs
@@ -98,18 +98,14 @@ public struct BulletBody
98 98
99public struct BulletShape 99public struct BulletShape
100{ 100{
101 public BulletShape(IntPtr xx) 101 public BulletShape(IntPtr xx) : this(xx, BSPhysicsShapeType.SHAPE_UNKNOWN)
102 { 102 {
103 ptr = xx;
104 type=BSPhysicsShapeType.SHAPE_UNKNOWN;
105 shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE;
106 isNativeShape = false;
107 } 103 }
108 public BulletShape(IntPtr xx, BSPhysicsShapeType typ) 104 public BulletShape(IntPtr xx, BSPhysicsShapeType typ)
109 { 105 {
110 ptr = xx; 106 ptr = xx;
111 type = typ; 107 type = typ;
112 shapeKey = 0; 108 shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE;
113 isNativeShape = false; 109 isNativeShape = false;
114 } 110 }
115 public IntPtr ptr; 111 public IntPtr ptr;
@@ -192,7 +188,7 @@ public enum CollisionType
192 Static, 188 Static,
193 Dynamic, 189 Dynamic,
194 VolumeDetect, 190 VolumeDetect,
195 // Linkset, // A linkset proper should be either Static or Dynamic 191 // Linkset, // A linkset should be either Static or Dynamic
196 LinksetChild, 192 LinksetChild,
197 Unknown 193 Unknown
198}; 194};
@@ -211,7 +207,7 @@ public struct CollisionTypeFilterGroup
211 public uint mask; 207 public uint mask;
212}; 208};
213 209
214 /* 210 /* NOTE: old definitions kept for reference. Delete when things are working.
215 // The collsion filters and masked are defined in one place -- don't want them scattered 211 // The collsion filters and masked are defined in one place -- don't want them scattered
216 AvatarGroup = BCharacterGroup, 212 AvatarGroup = BCharacterGroup,
217 AvatarMask = BAllGroup, 213 AvatarMask = BAllGroup,
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
index 11c1387..7d6ace8 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
@@ -19,6 +19,7 @@ Some vehicles should not be able to turn if no speed or off ground.
19Neb car jiggling left and right 19Neb car jiggling left and right
20 Happens on terrain and any other mesh object. Flat cubes are much smoother. 20 Happens on terrain and any other mesh object. Flat cubes are much smoother.
21 This has been reduced but not eliminated. 21 This has been reduced but not eliminated.
22Light cycle falling over when driving
22For limitMotorUp, use raycast down to find if vehicle is in the air. 23For limitMotorUp, use raycast down to find if vehicle is in the air.
23Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE. 24Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE.
24 Verify that angular motion specified around Z moves in the vehicle coordinates. 25 Verify that angular motion specified around Z moves in the vehicle coordinates.
@@ -121,6 +122,9 @@ Remove unused fields from ShapeData (not used in API2)
121Breakout code for mesh/hull/compound/native into separate BSShape* classes 122Breakout code for mesh/hull/compound/native into separate BSShape* classes
122 Standardize access to building and reference code. 123 Standardize access to building and reference code.
123 The skeleton classes are in the sources but are not complete or linked in. 124 The skeleton classes are in the sources but are not complete or linked in.
125Make BSBody and BSShape real classes to centralize creation/changin/destruction
126 Convert state and parameter calls from BulletSimAPI direct calls to
127 calls on BSBody and BSShape
124Generalize Dynamics and PID with standardized motors. 128Generalize Dynamics and PID with standardized motors.
125Generalize Linkset and vehicles into PropertyManagers 129Generalize Linkset and vehicles into PropertyManagers
126 Methods for Refresh, RemoveBodyDependencies, RestoreBodyDependencies 130 Methods for Refresh, RemoveBodyDependencies, RestoreBodyDependencies
@@ -132,7 +136,7 @@ Implement linkset by setting position of children when root updated. (LinksetMan
132 Linkset implementation using manual prim movement. 136 Linkset implementation using manual prim movement.
133LinkablePrim class? Would that simplify/centralize the linkset logic? 137LinkablePrim class? Would that simplify/centralize the linkset logic?
134BSScene.UpdateParameterSet() is broken. How to set params on objects? 138BSScene.UpdateParameterSet() is broken. How to set params on objects?
135Remove HeightmapInfo from terrain specification. 139Remove HeightmapInfo from terrain specification
136 Since C++ code does not need terrain height, this structure et al are not needed. 140 Since C++ code does not need terrain height, this structure et al are not needed.
137Add floating motor for BS_FLOATS_ON_WATER so prim and avatar will 141Add floating motor for BS_FLOATS_ON_WATER so prim and avatar will
138 bob at the water level. BSPrim.PositionSanityCheck(). 142 bob at the water level. BSPrim.PositionSanityCheck().
@@ -164,7 +168,6 @@ Do prim hash codes work for sculpties and meshes? (Resolution: yes)
164Linkset implementation using compound shapes. (Resolution: implemented LinksetCompound) 168Linkset implementation using compound shapes. (Resolution: implemented LinksetCompound)
165 Compound shapes will need the LocalID in the shapes and collision 169 Compound shapes will need the LocalID in the shapes and collision
166 processing to get it from there. 170 processing to get it from there.
167Light cycle falling over when driving (Resolution: implemented VerticalAttractor)
168Light cycle not banking (Resolution: It doesn't. Banking is roll adding yaw.) 171Light cycle not banking (Resolution: It doesn't. Banking is roll adding yaw.)
169Package Bullet source mods for Bullet internal stats output 172Package Bullet source mods for Bullet internal stats output
170 (Resolution: move code into WorldData.h rather than relying on patches) 173 (Resolution: move code into WorldData.h rather than relying on patches)