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authorMelanie2013-02-27 18:05:04 +0000
committerMelanie2013-02-27 18:05:04 +0000
commit578174d21c82e7249016e31f0c63215e67f92f17 (patch)
treec9c970d2ce4836dcf894922172d784d16cbc2837 /OpenSim/Region/Physics
parentMerge branch 'master' into careminster (diff)
parentImprove description of GenerateMapTiles config option (diff)
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Merge branch 'master' into careminster
Conflicts: OpenSim/Framework/RegionLoader/Web/RegionLoaderWebServer.cs OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
Diffstat (limited to 'OpenSim/Region/Physics')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs2
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt18
2 files changed, 12 insertions, 8 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 4dff927..8f660c4 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -470,7 +470,7 @@ public class BSPrim : BSPhysObject
470 // Note that this does not change _mass! 470 // Note that this does not change _mass!
471 public override void UpdatePhysicalMassProperties(float physMass, bool inWorld) 471 public override void UpdatePhysicalMassProperties(float physMass, bool inWorld)
472 { 472 {
473 if (PhysBody.HasPhysicalBody) 473 if (PhysBody.HasPhysicalBody && PhysShape.HasPhysicalShape)
474 { 474 {
475 if (IsStatic) 475 if (IsStatic)
476 { 476 {
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
index 49718c4..4dc16f4 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
@@ -1,5 +1,12 @@
1CURRENT PRIORITIES 1CURRENT PRIORITIES
2================================================= 2=================================================
3Use the HACD convex hull routine in Bullet rather than the C# version.
4 Speed up hullifying large meshes.
5Enable vehicle border crossings (at least as poorly as ODE)
6 Terrain skirts
7 Avatar created in previous region and not new region when crossing border
8 Vehicle recreated in new sim at small Z value (offset from root value?) (DONE)
9Lock axis
3Deleting a linkset while standing on the root will leave the physical shape of the root behind. 10Deleting a linkset while standing on the root will leave the physical shape of the root behind.
4 Not sure if it is because standing on it. Done with large prim linksets. 11 Not sure if it is because standing on it. Done with large prim linksets.
5Vehicle angular vertical attraction 12Vehicle angular vertical attraction
@@ -7,16 +14,11 @@ vehicle angular banking
7Center-of-gravity 14Center-of-gravity
8Vehicle angular deflection 15Vehicle angular deflection
9 Preferred orientation angular correction fix 16 Preferred orientation angular correction fix
10Enable vehicle border crossings (at least as poorly as ODE)
11 Terrain skirts
12 Avatar created in previous region and not new region when crossing border
13 Vehicle recreated in new sim at small Z value (offset from root value?) (DONE)
14when should angular and linear motor targets be zeroed? when selected? 17when should angular and linear motor targets be zeroed? when selected?
15 Need a vehicle.clear()? Or an 'else' in prestep if not physical. 18 Need a vehicle.clear()? Or an 'else' in prestep if not physical.
16Teravus llMoveToTarget script debug 19Teravus llMoveToTarget script debug
17 Mixing of hover, buoyancy/gravity, moveToTarget, into one force 20 Mixing of hover, buoyancy/gravity, moveToTarget, into one force
18 Setting hover height to zero disables hover even if hover flags are on (from SL wiki) 21 Setting hover height to zero disables hover even if hover flags are on (from SL wiki)
19Nebadon vehicles turning funny in arena
20limitMotorUp calibration (more down?) 22limitMotorUp calibration (more down?)
21llRotLookAt 23llRotLookAt
22llLookAt 24llLookAt
@@ -66,6 +68,8 @@ Vehicle attributes are not restored when a vehicle is rezzed on region creation
66 68
67GENERAL TODO LIST: 69GENERAL TODO LIST:
68================================================= 70=================================================
71Resitution of a prim works on another prim but not on terrain.
72 The dropped prim doesn't bounce properly on the terrain.
69Add a sanity check for PIDTarget location. 73Add a sanity check for PIDTarget location.
70Level-of-detail for mesh creation. Prims with circular interiors require lod of 32. 74Level-of-detail for mesh creation. Prims with circular interiors require lod of 32.
71 Is much saved with lower LODs? At the moment, all set to 32. 75 Is much saved with lower LODs? At the moment, all set to 32.
@@ -163,7 +167,6 @@ Create tests for different interface components
163 Have test objects/scripts measure themselves and turn color if correct/bad 167 Have test objects/scripts measure themselves and turn color if correct/bad
164 Test functions in SL and calibrate correctness there 168 Test functions in SL and calibrate correctness there
165 Create auto rezzer and tracker to run through the tests 169 Create auto rezzer and tracker to run through the tests
166Use the HACD convex hull routine in Bullet rather than the C# version.
167Do we need to do convex hulls all the time? Can complex meshes be left meshes? 170Do we need to do convex hulls all the time? Can complex meshes be left meshes?
168 There is some problem with meshes and collisions 171 There is some problem with meshes and collisions
169 Hulls are not as detailed as meshes. Hulled vehicles insides are different shape. 172 Hulls are not as detailed as meshes. Hulled vehicles insides are different shape.
@@ -334,4 +337,5 @@ Child movement in linkset (don't rebuild linkset) (DONE 20130122))
334Avatar standing on a moving object should start to move with the object. (DONE 20130125) 337Avatar standing on a moving object should start to move with the object. (DONE 20130125)
335Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE. 338Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE.
336 Verify that angular motion specified around Z moves in the vehicle coordinates. 339 Verify that angular motion specified around Z moves in the vehicle coordinates.
337 DONE 20130120: BulletSim properly applies force in vehicle relative coordinates. \ No newline at end of file 340 DONE 20130120: BulletSim properly applies force in vehicle relative coordinates.
341Nebadon vehicles turning funny in arena (DONE) \ No newline at end of file