diff options
Diffstat (limited to 'OpenSim/Region/Physics')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs | 12 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | 7 |
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 | ||
99 | public struct BulletShape | 99 | public 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. | |||
19 | Neb car jiggling left and right | 19 | Neb 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. |
22 | Light cycle falling over when driving | ||
22 | For limitMotorUp, use raycast down to find if vehicle is in the air. | 23 | For limitMotorUp, use raycast down to find if vehicle is in the air. |
23 | Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE. | 24 | Angular 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) | |||
121 | Breakout code for mesh/hull/compound/native into separate BSShape* classes | 122 | Breakout 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. |
125 | Make 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 | ||
124 | Generalize Dynamics and PID with standardized motors. | 128 | Generalize Dynamics and PID with standardized motors. |
125 | Generalize Linkset and vehicles into PropertyManagers | 129 | Generalize 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. |
133 | LinkablePrim class? Would that simplify/centralize the linkset logic? | 137 | LinkablePrim class? Would that simplify/centralize the linkset logic? |
134 | BSScene.UpdateParameterSet() is broken. How to set params on objects? | 138 | BSScene.UpdateParameterSet() is broken. How to set params on objects? |
135 | Remove HeightmapInfo from terrain specification. | 139 | Remove 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. |
137 | Add floating motor for BS_FLOATS_ON_WATER so prim and avatar will | 141 | Add 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) | |||
164 | Linkset implementation using compound shapes. (Resolution: implemented LinksetCompound) | 168 | Linkset 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. |
167 | Light cycle falling over when driving (Resolution: implemented VerticalAttractor) | ||
168 | Light cycle not banking (Resolution: It doesn't. Banking is roll adding yaw.) | 171 | Light cycle not banking (Resolution: It doesn't. Banking is roll adding yaw.) |
169 | Package Bullet source mods for Bullet internal stats output | 172 | Package 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) |