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authorRobert Adams2013-07-04 12:16:33 -0700
committerRobert Adams2013-07-06 08:25:13 -0700
commit5f97c6f8f06f0b90ab815a1d44358dc256ec5a50 (patch)
tree9f2d26cc4536c72864c3c1faa683c65569c60b06 /OpenSim/Region
parentChanged a few bits in Inventory/Archiver/InventoryArchiveReadRequest.cs to be... (diff)
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BulletSim: non-functional updates. Comments and formatting.
Update TODO list.
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs14
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSMotors.cs15
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs6
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt75
4 files changed, 67 insertions, 43 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index aa247dd..c27d3f0 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -774,7 +774,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
774 774
775 // Since the computation of terrain height can be a little involved, this routine 775 // Since the computation of terrain height can be a little involved, this routine
776 // is used to fetch the height only once for each vehicle simulation step. 776 // is used to fetch the height only once for each vehicle simulation step.
777 Vector3 lastRememberedHeightPos; 777 Vector3 lastRememberedHeightPos = new Vector3(-1, -1, -1);
778 private float GetTerrainHeight(Vector3 pos) 778 private float GetTerrainHeight(Vector3 pos)
779 { 779 {
780 if ((m_knownHas & m_knownChangedTerrainHeight) == 0 || pos != lastRememberedHeightPos) 780 if ((m_knownHas & m_knownChangedTerrainHeight) == 0 || pos != lastRememberedHeightPos)
@@ -788,14 +788,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin
788 788
789 // Since the computation of water level can be a little involved, this routine 789 // Since the computation of water level can be a little involved, this routine
790 // is used ot fetch the level only once for each vehicle simulation step. 790 // is used ot fetch the level only once for each vehicle simulation step.
791 Vector3 lastRememberedWaterHeightPos = new Vector3(-1, -1, -1);
791 private float GetWaterLevel(Vector3 pos) 792 private float GetWaterLevel(Vector3 pos)
792 { 793 {
793 if ((m_knownHas & m_knownChangedWaterLevel) == 0) 794 if ((m_knownHas & m_knownChangedWaterLevel) == 0 || pos != lastRememberedWaterHeightPos)
794 { 795 {
796 lastRememberedWaterHeightPos = pos;
795 m_knownWaterLevel = ControllingPrim.PhysScene.TerrainManager.GetWaterLevelAtXYZ(pos); 797 m_knownWaterLevel = ControllingPrim.PhysScene.TerrainManager.GetWaterLevelAtXYZ(pos);
796 m_knownHas |= m_knownChangedWaterLevel; 798 m_knownHas |= m_knownChangedWaterLevel;
797 } 799 }
798 return (float)m_knownWaterLevel; 800 return m_knownWaterLevel;
799 } 801 }
800 802
801 private Vector3 VehiclePosition 803 private Vector3 VehiclePosition
@@ -991,11 +993,17 @@ namespace OpenSim.Region.Physics.BulletSPlugin
991 { 993 {
992 Vector3 vel = VehicleVelocity; 994 Vector3 vel = VehicleVelocity;
993 if ((m_flags & (VehicleFlag.NO_X)) != 0) 995 if ((m_flags & (VehicleFlag.NO_X)) != 0)
996 {
994 vel.X = 0; 997 vel.X = 0;
998 }
995 if ((m_flags & (VehicleFlag.NO_Y)) != 0) 999 if ((m_flags & (VehicleFlag.NO_Y)) != 0)
1000 {
996 vel.Y = 0; 1001 vel.Y = 0;
1002 }
997 if ((m_flags & (VehicleFlag.NO_Z)) != 0) 1003 if ((m_flags & (VehicleFlag.NO_Z)) != 0)
1004 {
998 vel.Z = 0; 1005 vel.Z = 0;
1006 }
999 VehicleVelocity = vel; 1007 VehicleVelocity = vel;
1000 } 1008 }
1001 1009
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs
index 1214703..7693195 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs
@@ -188,6 +188,8 @@ public class BSVMotor : BSMotor
188 CurrentValue = current; 188 CurrentValue = current;
189 return Step(timeStep); 189 return Step(timeStep);
190 } 190 }
191 // Given and error, computer a correction for this step.
192 // Simple scaling of the error by the timestep.
191 public virtual Vector3 StepError(float timeStep, Vector3 error) 193 public virtual Vector3 StepError(float timeStep, Vector3 error)
192 { 194 {
193 if (!Enabled) return Vector3.Zero; 195 if (!Enabled) return Vector3.Zero;
@@ -221,7 +223,7 @@ public class BSVMotor : BSMotor
221 CurrentValue, TargetValue); 223 CurrentValue, TargetValue);
222 224
223 LastError = BSMotor.InfiniteVector; 225 LastError = BSMotor.InfiniteVector;
224 while (maxOutput-- > 0 && !LastError.ApproxEquals(Vector3.Zero, ErrorZeroThreshold)) 226 while (maxOutput-- > 0 && !ErrorIsZero())
225 { 227 {
226 Vector3 lastStep = Step(timeStep); 228 Vector3 lastStep = Step(timeStep);
227 MDetailLog("{0},BSVMotor.Test,{1},cur={2},tgt={3},lastError={4},lastStep={5}", 229 MDetailLog("{0},BSVMotor.Test,{1},cur={2},tgt={3},lastError={4},lastStep={5}",
@@ -375,7 +377,6 @@ public class BSPIDVMotor : BSVMotor
375 // The factors are vectors for the three dimensions. This is the proportional of each 377 // The factors are vectors for the three dimensions. This is the proportional of each
376 // that is applied. This could be multiplied through the actual factors but it 378 // that is applied. This could be multiplied through the actual factors but it
377 // is sometimes easier to manipulate the factors and their mix separately. 379 // is sometimes easier to manipulate the factors and their mix separately.
378 // to
379 public Vector3 FactorMix; 380 public Vector3 FactorMix;
380 381
381 // Arbritrary factor range. 382 // Arbritrary factor range.
@@ -413,14 +414,14 @@ public class BSPIDVMotor : BSVMotor
413 // If efficiency is high (1f), use a factor value that moves the error value to zero with little overshoot. 414 // If efficiency is high (1f), use a factor value that moves the error value to zero with little overshoot.
414 // If efficiency is low (0f), use a factor value that overcorrects. 415 // If efficiency is low (0f), use a factor value that overcorrects.
415 // TODO: might want to vary contribution of different factor depending on efficiency. 416 // TODO: might want to vary contribution of different factor depending on efficiency.
416 float factor = ((1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow) / 3f; 417 // float factor = ((1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow) / 3f;
417 // float factor = (1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow; 418 float factor = (1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow;
418 419
419 proportionFactor = new Vector3(factor, factor, factor); 420 proportionFactor = new Vector3(factor, factor, factor);
420 integralFactor = new Vector3(factor, factor, factor); 421 integralFactor = new Vector3(factor, factor, factor);
421 derivFactor = new Vector3(factor, factor, factor); 422 derivFactor = new Vector3(factor, factor, factor);
422 423
423 MDetailLog("{0},BSPIDVMotor.setEfficiency,eff={1},factor={2}", BSScene.DetailLogZero, Efficiency, factor); 424 MDetailLog("{0}, BSPIDVMotor.setEfficiency,eff={1},factor={2}", BSScene.DetailLogZero, Efficiency, factor);
424 } 425 }
425 } 426 }
426 427
@@ -441,8 +442,8 @@ public class BSPIDVMotor : BSVMotor
441 + derivitive / TimeScale * derivFactor * FactorMix.Z 442 + derivitive / TimeScale * derivFactor * FactorMix.Z
442 ; 443 ;
443 444
444 MDetailLog("{0}, BSPIDVMotor.step,ts={1},err={2},runnInt={3},deriv={4},ret={5}", 445 MDetailLog("{0}, BSPIDVMotor.step,ts={1},err={2},lerr={3},runnInt={4},deriv={5},ret={6}",
445 BSScene.DetailLogZero, timeStep, error, RunningIntegration, derivitive, ret); 446 BSScene.DetailLogZero, timeStep, error, LastError, RunningIntegration, derivitive, ret);
446 447
447 return ret; 448 return ret;
448 } 449 }
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index b2947c6..f0858ca 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -1125,7 +1125,9 @@ public class BSPrim : BSPhysObject
1125 OMV.Vector3 addForce = force; 1125 OMV.Vector3 addForce = force;
1126 PhysScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() 1126 PhysScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate()
1127 { 1127 {
1128 // Bullet adds this central force to the total force for this tick 1128 // Bullet adds this central force to the total force for this tick.
1129 // Deep down in Bullet:
1130 // linearVelocity += totalForce / mass * timeStep;
1129 DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce); 1131 DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce);
1130 if (PhysBody.HasPhysicalBody) 1132 if (PhysBody.HasPhysicalBody)
1131 { 1133 {
@@ -1493,6 +1495,8 @@ public class BSPrim : BSPhysObject
1493 1495
1494 returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass); 1496 returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass);
1495 // DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3}", LocalID, Density, volume, returnMass); 1497 // DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3}", LocalID, Density, volume, returnMass);
1498 DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3},pathB={4},pathE={5},profB={6},profE={7},siz={8}",
1499 LocalID, Density, volume, returnMass, pathBegin, pathEnd, profileBegin, profileEnd, _size);
1496 1500
1497 return returnMass; 1501 return returnMass;
1498 }// end CalculateMass 1502 }// end CalculateMass
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
index 4357ef1..0453376 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
@@ -3,25 +3,21 @@ CURRENT PROBLEMS TO FIX AND/OR LOOK AT
3Vehicle buoyancy. Computed correctly? Possibly creating very large effective mass. 3Vehicle buoyancy. Computed correctly? Possibly creating very large effective mass.
4 Interaction of llSetBuoyancy and vehicle buoyancy. Should be additive? 4 Interaction of llSetBuoyancy and vehicle buoyancy. Should be additive?
5 Negative buoyancy computed correctly 5 Negative buoyancy computed correctly
6Center-of-gravity
6Computation of mesh mass. How done? How should it be done? 7Computation of mesh mass. How done? How should it be done?
7Script changing rotation of child prim while vehicle moving (eg turning wheel) causes
8 the wheel to appear to jump back. Looks like sending position from previous update.
9Enable vehicle border crossings (at least as poorly as ODE) 8Enable vehicle border crossings (at least as poorly as ODE)
10 Terrain skirts 9 Terrain skirts
11 Avatar created in previous region and not new region when crossing border 10 Avatar created in previous region and not new region when crossing border
12 Vehicle recreated in new sim at small Z value (offset from root value?) (DONE) 11 Vehicle recreated in new sim at small Z value (offset from root value?) (DONE)
12User settable terrain mesh
13 Allow specifying as convex or concave and use different getHeight functions depending
14Boats, when turning nose down into the water
15 Acts like rotation around Z is also effecting rotation around X and Y
13Deleting a linkset while standing on the root will leave the physical shape of the root behind. 16Deleting a linkset while standing on the root will leave the physical shape of the root behind.
14 Not sure if it is because standing on it. Done with large prim linksets. 17 Not sure if it is because standing on it. Done with large prim linksets.
15Linkset child rotations. 18Linkset child rotations.
16 Nebadon spiral tube has middle sections which are rotated wrong. 19 Nebadon spiral tube has middle sections which are rotated wrong.
17 Select linked spiral tube. Delink and note where the middle section ends up. 20 Select linked spiral tube. Delink and note where the middle section ends up.
18Refarb compound linkset creation to create a pseudo-root for center-of-mass
19 Let children change their shape to physical indendently and just add shapes to compound
20Vehicle angular vertical attraction
21vehicle angular banking
22Center-of-gravity
23Vehicle angular deflection
24 Preferred orientation angular correction fix
25Teravus llMoveToTarget script debug 21Teravus llMoveToTarget script debug
26 Mixing of hover, buoyancy/gravity, moveToTarget, into one force 22 Mixing of hover, buoyancy/gravity, moveToTarget, into one force
27 Setting hover height to zero disables hover even if hover flags are on (from SL wiki) 23 Setting hover height to zero disables hover even if hover flags are on (from SL wiki)
@@ -33,10 +29,16 @@ Vehicle script tuning/debugging
33 Avanti speed script 29 Avanti speed script
34 Weapon shooter script 30 Weapon shooter script
35Move material definitions (friction, ...) into simulator. 31Move material definitions (friction, ...) into simulator.
32osGetPhysicsEngineVerion() and create a version code for the C++ DLL
36One sided meshes? Should terrain be built into a closed shape? 33One sided meshes? Should terrain be built into a closed shape?
37 When meshes get partially wedged into the terrain, they cannot push themselves out. 34 When meshes get partially wedged into the terrain, they cannot push themselves out.
38 It is possible that Bullet processes collisions whether entering or leaving a mesh. 35 It is possible that Bullet processes collisions whether entering or leaving a mesh.
39 Ref: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4869 36 Ref: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4869
37Small physical objects do not interact correctly
38 Create chain of .5x.5x.1 torui and make all but top physical so to hang.
39 The chain will fall apart and pairs will dance around on ground
40 Chains of 1x1x.2 will stay connected but will dance.
41 Chains above 2x2x.4 are more stable and get stablier as torui get larger.
40 42
41VEHICLES TODO LIST: 43VEHICLES TODO LIST:
42================================================= 44=================================================
@@ -45,14 +47,12 @@ LINEAR_MOTOR_DIRECTION values should be clamped to reasonable numbers.
45 Same for other velocity settings. 47 Same for other velocity settings.
46UBit improvements to remove rubber-banding of avatars sitting on vehicle child prims: 48UBit improvements to remove rubber-banding of avatars sitting on vehicle child prims:
47 https://github.com/UbitUmarov/Ubit-opensim 49 https://github.com/UbitUmarov/Ubit-opensim
48Vehicles (Move smoothly)
49Some vehicles should not be able to turn if no speed or off ground. 50Some vehicles should not be able to turn if no speed or off ground.
50Cannot edit/move a vehicle being ridden: it jumps back to the origional position. 51Cannot edit/move a vehicle being ridden: it jumps back to the origional position.
51Neb car jiggling left and right 52Neb car jiggling left and right
52 Happens on terrain and any other mesh object. Flat cubes are much smoother. 53 Happens on terrain and any other mesh object. Flat cubes are much smoother.
53 This has been reduced but not eliminated. 54 This has been reduced but not eliminated.
54Implement referenceFrame for all the motion routines. 55Implement referenceFrame for all the motion routines.
55For limitMotorUp, use raycast down to find if vehicle is in the air.
56Verify llGetVel() is returning a smooth and good value for vehicle movement. 56Verify llGetVel() is returning a smooth and good value for vehicle movement.
57llGetVel() should return the root's velocity if requested in a child prim. 57llGetVel() should return the root's velocity if requested in a child prim.
58Implement function efficiency for lineaar and angular motion. 58Implement function efficiency for lineaar and angular motion.
@@ -93,29 +93,15 @@ Revisit CollisionMargin. Builders notice the 0.04 spacing between prims.
93Duplicating a physical prim causes old prim to jump away 93Duplicating a physical prim causes old prim to jump away
94 Dup a phys prim and the original become unselected and thus interacts w/ selected prim. 94 Dup a phys prim and the original become unselected and thus interacts w/ selected prim.
95Scenes with hundred of thousands of static objects take a lot of physics CPU time. 95Scenes with hundred of thousands of static objects take a lot of physics CPU time.
96BSPrim.Force should set a continious force on the prim. The force should be
97 applied each tick. Some limits?
98Gun sending shooter flying. 96Gun sending shooter flying.
99Collision margin (gap between physical objects lying on each other) 97Collision margin (gap between physical objects lying on each other)
100Boundry checking (crashes related to crossing boundry) 98Boundry checking (crashes related to crossing boundry)
101 Add check for border edge position for avatars and objects. 99 Add check for border edge position for avatars and objects.
102 Verify the events are created for border crossings. 100 Verify the events are created for border crossings.
103Avatar rotation (check out changes to ScenePresence for physical rotation)
104Avatar running (what does phys engine need to do?)
105Small physical objects do not interact correctly
106 Create chain of .5x.5x.1 torui and make all but top physical so to hang.
107 The chain will fall apart and pairs will dance around on ground
108 Chains of 1x1x.2 will stay connected but will dance.
109 Chains above 2x2x.4 are more stable and get stablier as torui get larger.
110Add PID motor for avatar movement (slow to stop, ...)
111setForce should set a constant force. Different than AddImpulse.
112Implement raycast.
113Implement ShapeCollection.Dispose() 101Implement ShapeCollection.Dispose()
114Implement water as a plain so raycasting and collisions can happen with same. 102Implement water as a plain or mesh so raycasting and collisions can happen with same.
115Add collision penetration return 103Add collision penetration return
116 Add field passed back by BulletSim.dll and fill with info in ManifoldConstact.GetDistance() 104 Add field passed back by BulletSim.dll and fill with info in ManifoldConstact.GetDistance()
117Add osGetPhysicsEngineName() so scripters can tell whether BulletSim or ODE
118 Also osGetPhysicsEngineVerion() maybe.
119Linkset.Position and Linkset.Orientation requre rewrite to properly return 105Linkset.Position and Linkset.Orientation requre rewrite to properly return
120 child position. LinksetConstraint acts like it's at taint time!! 106 child position. LinksetConstraint acts like it's at taint time!!
121Implement LockAngularMotion -- implements llSetStatus(ROTATE_AXIS_*, T/F) 107Implement LockAngularMotion -- implements llSetStatus(ROTATE_AXIS_*, T/F)
@@ -127,9 +113,6 @@ Selecting and deselecting physical objects causes CPU processing time to jump
127Re-implement buoyancy as a separate force on the object rather than diddling gravity. 113Re-implement buoyancy as a separate force on the object rather than diddling gravity.
128 Register a pre-step event to add the force. 114 Register a pre-step event to add the force.
129More efficient memory usage when passing hull information from BSPrim to BulletSim 115More efficient memory usage when passing hull information from BSPrim to BulletSim
130Avatar movement motor check for zero or small movement. Somehow suppress small movements
131 when avatar has stopped and is just standing. Simple test for near zero has
132 the problem of preventing starting up (increase from zero) especially when falling.
133Physical and phantom will drop through the terrain 116Physical and phantom will drop through the terrain
134 117
135 118
@@ -172,7 +155,6 @@ Do we need to do convex hulls all the time? Can complex meshes be left meshes?
172 There is some problem with meshes and collisions 155 There is some problem with meshes and collisions
173 Hulls are not as detailed as meshes. Hulled vehicles insides are different shape. 156 Hulls are not as detailed as meshes. Hulled vehicles insides are different shape.
174Debounce avatar contact so legs don't keep folding up when standing. 157Debounce avatar contact so legs don't keep folding up when standing.
175Implement LSL physics controls. Like STATUS_ROTATE_X.
176Add border extensions to terrain to help region crossings and objects leaving region. 158Add border extensions to terrain to help region crossings and objects leaving region.
177Use a different capsule shape for avatar when sitting 159Use a different capsule shape for avatar when sitting
178 LL uses a pyrimidal shape scaled by the avatar's bounding box 160 LL uses a pyrimidal shape scaled by the avatar's bounding box
@@ -205,8 +187,6 @@ Keep avatar scaling correct. http://pennycow.blogspot.fr/2011/07/matter-of-scale
205 187
206INTERNAL IMPROVEMENT/CLEANUP 188INTERNAL IMPROVEMENT/CLEANUP
207================================================= 189=================================================
208Can the 'inTaintTime' flag be cleaned up and used? For instance, a call to
209 BSScene.TaintedObject() could immediately execute the callback if already in taint time.
210Create the physical wrapper classes (BulletBody, BulletShape) by methods on 190Create the physical wrapper classes (BulletBody, BulletShape) by methods on
211 BSAPITemplate and make their actual implementation Bullet engine specific. 191 BSAPITemplate and make their actual implementation Bullet engine specific.
212 For the short term, just call the existing functions in ShapeCollection. 192 For the short term, just call the existing functions in ShapeCollection.
@@ -365,4 +345,35 @@ After getting off a vehicle, the root prim is phantom (can be walked through)
365Explore btGImpactMeshShape as alternative to convex hulls for simplified physical objects. 345Explore btGImpactMeshShape as alternative to convex hulls for simplified physical objects.
366 Regular triangle meshes don't do physical collisions. 346 Regular triangle meshes don't do physical collisions.
367 (DONE: discovered GImpact is VERY CPU intensive) 347 (DONE: discovered GImpact is VERY CPU intensive)
348Script changing rotation of child prim while vehicle moving (eg turning wheel) causes
349 the wheel to appear to jump back. Looks like sending position from previous update.
350 (DONE: redo of compound linksets fixed problem)
351Refarb compound linkset creation to create a pseudo-root for center-of-mass
352 Let children change their shape to physical indendently and just add shapes to compound
353 (DONE: redo of compound linkset fixed problem)
354Vehicle angular vertical attraction (DONE: vegaslon code)
355vehicle angular banking (DONE: vegaslon code)
356Vehicle angular deflection (DONE: vegaslon code)
357 Preferred orientation angular correction fix
358Vehicles (Move smoothly)
359For limitMotorUp, use raycast down to find if vehicle is in the air.
360 (WILL NOT BE DONE: gravity does the job well enough)
361BSPrim.Force should set a continious force on the prim. The force should be
362 applied each tick. Some limits?
363 (DONE: added physical actors. Implemented SetForce, SetTorque, ...)
364Implement LSL physics controls. Like STATUS_ROTATE_X. (DONE)
365Add osGetPhysicsEngineName() so scripters can tell whether BulletSim or ODE
366Avatar rotation (check out changes to ScenePresence for physical rotation) (DONE)
367Avatar running (what does phys engine need to do?) (DONE: multiplies run factor by walking force)
368setForce should set a constant force. Different than AddImpulse. (DONE)
369Add PID motor for avatar movement (slow to stop, ...) (WNBD: current works ok)
370Avatar movement motor check for zero or small movement. Somehow suppress small movements
371 when avatar has stopped and is just standing. Simple test for near zero has
372 the problem of preventing starting up (increase from zero) especially when falling.
373 (DONE: avatar movement actor knows if standing on stationary object and zeros motion)
374Can the 'inTaintTime' flag be cleaned up and used? For instance, a call to
375 BSScene.TaintedObject() could immediately execute the callback if already in taint time.
376 (DONE)
377
378
368 379