diff options
Diffstat (limited to 'OpenSim/Region')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 9 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | 3 |
2 files changed, 9 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 758d92b..1c6f946 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -100,10 +100,15 @@ public sealed class BSPrim : BSPhysObject | |||
100 | BaseShape = pbs; | 100 | BaseShape = pbs; |
101 | _isPhysical = pisPhysical; | 101 | _isPhysical = pisPhysical; |
102 | _isVolumeDetect = false; | 102 | _isVolumeDetect = false; |
103 | _friction = PhysicsScene.Params.defaultFriction; // TODO: compute based on object material | 103 | |
104 | _density = PhysicsScene.Params.defaultDensity; // TODO: compute based on object material | 104 | // Someday set default attributes based on the material but, for now, we don't know the prim material yet. |
105 | // MaterialAttributes primMat = BSMaterials.GetAttributes(Material, pisPhysical); | ||
106 | _density = PhysicsScene.Params.defaultDensity; | ||
107 | _friction = PhysicsScene.Params.defaultFriction; | ||
105 | _restitution = PhysicsScene.Params.defaultRestitution; | 108 | _restitution = PhysicsScene.Params.defaultRestitution; |
109 | |||
106 | _vehicle = new BSDynamics(PhysicsScene, this); // add vehicleness | 110 | _vehicle = new BSDynamics(PhysicsScene, this); // add vehicleness |
111 | |||
107 | _mass = CalculateMass(); | 112 | _mass = CalculateMass(); |
108 | 113 | ||
109 | // No body or shape yet | 114 | // No body or shape yet |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index 0d9a156..ad4e42b 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | |||
@@ -6,7 +6,7 @@ Eliminate all crashes (DONEish) | |||
6 | Enable vehicle border crossings (at least as poorly as ODE) | 6 | Enable vehicle border crossings (at least as poorly as ODE) |
7 | Avatar created in previous region and not new region when crossing border | 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) | 8 | Vehicle recreated in new sim at small Z value (offset from root value?) (DONE) |
9 | Calibrate turning radius | 9 | Calibrate turning radius (DONE) |
10 | limitMotorUp calibration (more down?) | 10 | limitMotorUp calibration (more down?) |
11 | study PID motors (include 'efficiency' implementation | 11 | study PID motors (include 'efficiency' implementation |
12 | Add to avatar movement | 12 | Add to avatar movement |
@@ -82,6 +82,7 @@ Add osGetPhysicsEngineName() so scripters can tell whether BulletSim or ODE | |||
82 | Also osGetPhysicsEngineVerion() maybe. | 82 | Also osGetPhysicsEngineVerion() maybe. |
83 | Linkset.Position and Linkset.Orientation requre rewrite to properly return | 83 | Linkset.Position and Linkset.Orientation requre rewrite to properly return |
84 | child position. LinksetConstraint acts like it's at taint time!! | 84 | child position. LinksetConstraint acts like it's at taint time!! |
85 | Implement LockAngularMotion -- implements llSetStatus(ROTATE_AXIS_*, T/F) | ||
85 | 86 | ||
86 | LINKSETS | 87 | LINKSETS |
87 | ====================================================== | 88 | ====================================================== |