diff options
Diffstat (limited to 'OpenSim')
5 files changed, 123 insertions, 25 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs index 8416740..bd5ee0b1 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs | |||
@@ -40,10 +40,16 @@ public class BSActorAvatarMove : BSActor | |||
40 | { | 40 | { |
41 | BSVMotor m_velocityMotor; | 41 | BSVMotor m_velocityMotor; |
42 | 42 | ||
43 | // Set to true if we think we're going up stairs. | ||
44 | // This state is remembered because collisions will turn on and off as we go up stairs. | ||
45 | int m_walkingUpStairs; | ||
46 | float m_lastStepUp; | ||
47 | |||
43 | public BSActorAvatarMove(BSScene physicsScene, BSPhysObject pObj, string actorName) | 48 | public BSActorAvatarMove(BSScene physicsScene, BSPhysObject pObj, string actorName) |
44 | : base(physicsScene, pObj, actorName) | 49 | : base(physicsScene, pObj, actorName) |
45 | { | 50 | { |
46 | m_velocityMotor = null; | 51 | m_velocityMotor = null; |
52 | m_walkingUpStairs = 0; | ||
47 | m_physicsScene.DetailLog("{0},BSActorAvatarMove,constructor", m_controllingPrim.LocalID); | 53 | m_physicsScene.DetailLog("{0},BSActorAvatarMove,constructor", m_controllingPrim.LocalID); |
48 | } | 54 | } |
49 | 55 | ||
@@ -119,6 +125,8 @@ public class BSActorAvatarMove : BSActor | |||
119 | SetVelocityAndTarget(m_controllingPrim.RawVelocity, m_controllingPrim.TargetVelocity, true /* inTaintTime */); | 125 | SetVelocityAndTarget(m_controllingPrim.RawVelocity, m_controllingPrim.TargetVelocity, true /* inTaintTime */); |
120 | 126 | ||
121 | m_physicsScene.BeforeStep += Mover; | 127 | m_physicsScene.BeforeStep += Mover; |
128 | |||
129 | m_walkingUpStairs = 0; | ||
122 | } | 130 | } |
123 | } | 131 | } |
124 | 132 | ||
@@ -216,8 +224,6 @@ public class BSActorAvatarMove : BSActor | |||
216 | // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force. | 224 | // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force. |
217 | OMV.Vector3 moveForce = (stepVelocity - m_controllingPrim.RawVelocity) * m_controllingPrim.Mass; | 225 | OMV.Vector3 moveForce = (stepVelocity - m_controllingPrim.RawVelocity) * m_controllingPrim.Mass; |
218 | 226 | ||
219 | // Should we check for move force being small and forcing velocity to zero? | ||
220 | |||
221 | // Add special movement force to allow avatars to walk up stepped surfaces. | 227 | // Add special movement force to allow avatars to walk up stepped surfaces. |
222 | moveForce += WalkUpStairs(); | 228 | moveForce += WalkUpStairs(); |
223 | 229 | ||
@@ -233,24 +239,33 @@ public class BSActorAvatarMove : BSActor | |||
233 | { | 239 | { |
234 | OMV.Vector3 ret = OMV.Vector3.Zero; | 240 | OMV.Vector3 ret = OMV.Vector3.Zero; |
235 | 241 | ||
242 | m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,IsColliding={1},flying={2},targSpeed={3},collisions={4},avHeight={5}", | ||
243 | m_controllingPrim.LocalID, m_controllingPrim.IsColliding, m_controllingPrim.Flying, | ||
244 | m_controllingPrim.TargetVelocitySpeed, m_controllingPrim.CollisionsLastTick.Count, m_controllingPrim.Size.Z); | ||
236 | // This test is done if moving forward, not flying and is colliding with something. | 245 | // This test is done if moving forward, not flying and is colliding with something. |
237 | // DetailLog("{0},BSCharacter.WalkUpStairs,IsColliding={1},flying={2},targSpeed={3},collisions={4}", | 246 | // Check for stairs climbing if colliding, not flying and moving forward |
238 | // LocalID, IsColliding, Flying, TargetSpeed, CollisionsLastTick.Count); | 247 | if ( m_controllingPrim.IsColliding |
239 | if (m_controllingPrim.IsColliding && !m_controllingPrim.Flying && m_controllingPrim.TargetVelocitySpeed > 0.1f /* && ForwardSpeed < 0.1f */) | 248 | && !m_controllingPrim.Flying |
249 | && m_controllingPrim.TargetVelocitySpeed > 0.1f ) | ||
240 | { | 250 | { |
241 | // The range near the character's feet where we will consider stairs | 251 | // The range near the character's feet where we will consider stairs |
242 | float nearFeetHeightMin = m_controllingPrim.RawPosition.Z - (m_controllingPrim.Size.Z / 2f) + 0.05f; | 252 | // float nearFeetHeightMin = m_controllingPrim.RawPosition.Z - (m_controllingPrim.Size.Z / 2f) + 0.05f; |
253 | // Note: there is a problem with the computation of the capsule height. Thus RawPosition is off | ||
254 | // from the height. Revisit size and this computation when height is scaled properly. | ||
255 | float nearFeetHeightMin = m_controllingPrim.RawPosition.Z - (m_controllingPrim.Size.Z / 2f) - 0.05f; | ||
243 | float nearFeetHeightMax = nearFeetHeightMin + BSParam.AvatarStepHeight; | 256 | float nearFeetHeightMax = nearFeetHeightMin + BSParam.AvatarStepHeight; |
244 | 257 | ||
245 | // Look for a collision point that is near the character's feet and is oriented the same as the charactor is | 258 | // Look for a collision point that is near the character's feet and is oriented the same as the charactor is. |
259 | // Find the highest 'good' collision. | ||
260 | OMV.Vector3 highestTouchPosition = OMV.Vector3.Zero; | ||
246 | foreach (KeyValuePair<uint, ContactPoint> kvp in m_controllingPrim.CollisionsLastTick.m_objCollisionList) | 261 | foreach (KeyValuePair<uint, ContactPoint> kvp in m_controllingPrim.CollisionsLastTick.m_objCollisionList) |
247 | { | 262 | { |
248 | // Don't care about collisions with the terrain | 263 | // Don't care about collisions with the terrain |
249 | if (kvp.Key > m_physicsScene.TerrainManager.HighestTerrainID) | 264 | if (kvp.Key > m_physicsScene.TerrainManager.HighestTerrainID) |
250 | { | 265 | { |
251 | OMV.Vector3 touchPosition = kvp.Value.Position; | 266 | OMV.Vector3 touchPosition = kvp.Value.Position; |
252 | // DetailLog("{0},BSCharacter.WalkUpStairs,min={1},max={2},touch={3}", | 267 | m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,min={1},max={2},touch={3}", |
253 | // LocalID, nearFeetHeightMin, nearFeetHeightMax, touchPosition); | 268 | m_controllingPrim.LocalID, nearFeetHeightMin, nearFeetHeightMax, touchPosition); |
254 | if (touchPosition.Z >= nearFeetHeightMin && touchPosition.Z <= nearFeetHeightMax) | 269 | if (touchPosition.Z >= nearFeetHeightMin && touchPosition.Z <= nearFeetHeightMax) |
255 | { | 270 | { |
256 | // This contact is within the 'near the feet' range. | 271 | // This contact is within the 'near the feet' range. |
@@ -261,24 +276,76 @@ public class BSActorAvatarMove : BSActor | |||
261 | float diff = Math.Abs(OMV.Vector3.Distance(directionFacing, touchNormal)); | 276 | float diff = Math.Abs(OMV.Vector3.Distance(directionFacing, touchNormal)); |
262 | if (diff < BSParam.AvatarStepApproachFactor) | 277 | if (diff < BSParam.AvatarStepApproachFactor) |
263 | { | 278 | { |
264 | // Found the stairs contact point. Push up a little to raise the character. | 279 | if (highestTouchPosition.Z < touchPosition.Z) |
265 | float upForce = (touchPosition.Z - nearFeetHeightMin) * m_controllingPrim.Mass * BSParam.AvatarStepForceFactor; | 280 | highestTouchPosition = touchPosition; |
266 | ret = new OMV.Vector3(0f, 0f, upForce); | ||
267 | |||
268 | // Also move the avatar up for the new height | ||
269 | OMV.Vector3 displacement = new OMV.Vector3(0f, 0f, BSParam.AvatarStepHeight / 2f); | ||
270 | m_controllingPrim.ForcePosition = m_controllingPrim.RawPosition + displacement; | ||
271 | } | 281 | } |
272 | m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,touchPos={1},nearFeetMin={2},faceDir={3},norm={4},diff={5},ret={6}", | ||
273 | m_controllingPrim.LocalID, touchPosition, nearFeetHeightMin, directionFacing, touchNormal, diff, ret); | ||
274 | } | 282 | } |
275 | } | 283 | } |
276 | } | 284 | } |
285 | m_walkingUpStairs = 0; | ||
286 | // If there is a good step sensing, move the avatar over the step. | ||
287 | if (highestTouchPosition != OMV.Vector3.Zero) | ||
288 | { | ||
289 | // Remember that we are going up stairs. This is needed because collisions | ||
290 | // will stop when we move up so this smoothes out that effect. | ||
291 | m_walkingUpStairs = BSParam.AvatarStepSmoothingSteps; | ||
292 | |||
293 | m_lastStepUp = highestTouchPosition.Z - nearFeetHeightMin; | ||
294 | ret = ComputeStairCorrection(m_lastStepUp); | ||
295 | m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,touchPos={1},nearFeetMin={2},ret={3}", | ||
296 | m_controllingPrim.LocalID, highestTouchPosition, nearFeetHeightMin, ret); | ||
297 | } | ||
298 | } | ||
299 | else | ||
300 | { | ||
301 | // If we used to be going up stairs but are not now, smooth the case where collision goes away while | ||
302 | // we are bouncing up the stairs. | ||
303 | if (m_walkingUpStairs > 0) | ||
304 | { | ||
305 | m_walkingUpStairs--; | ||
306 | ret = ComputeStairCorrection(m_lastStepUp); | ||
307 | } | ||
277 | } | 308 | } |
278 | 309 | ||
279 | return ret; | 310 | return ret; |
280 | } | 311 | } |
281 | 312 | ||
313 | private OMV.Vector3 ComputeStairCorrection(float stepUp) | ||
314 | { | ||
315 | OMV.Vector3 ret = OMV.Vector3.Zero; | ||
316 | OMV.Vector3 displacement = OMV.Vector3.Zero; | ||
317 | |||
318 | if (stepUp > 0f) | ||
319 | { | ||
320 | // Found the stairs contact point. Push up a little to raise the character. | ||
321 | if (BSParam.AvatarStepForceFactor > 0f) | ||
322 | { | ||
323 | float upForce = stepUp * m_controllingPrim.Mass * BSParam.AvatarStepForceFactor; | ||
324 | ret = new OMV.Vector3(0f, 0f, upForce); | ||
325 | } | ||
326 | |||
327 | // Also move the avatar up for the new height | ||
328 | if (BSParam.AvatarStepUpCorrectionFactor > 0f) | ||
329 | { | ||
330 | // Move the avatar up related to the height of the collision | ||
331 | displacement = new OMV.Vector3(0f, 0f, stepUp * BSParam.AvatarStepUpCorrectionFactor); | ||
332 | m_controllingPrim.ForcePosition = m_controllingPrim.RawPosition + displacement; | ||
333 | } | ||
334 | else | ||
335 | { | ||
336 | if (BSParam.AvatarStepUpCorrectionFactor < 0f) | ||
337 | { | ||
338 | // Move the avatar up about the specified step height | ||
339 | displacement = new OMV.Vector3(0f, 0f, BSParam.AvatarStepHeight); | ||
340 | m_controllingPrim.ForcePosition = m_controllingPrim.RawPosition + displacement; | ||
341 | } | ||
342 | } | ||
343 | m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs.ComputeStairCorrection,disp={1},force={2}", | ||
344 | m_controllingPrim.LocalID, displacement, ret); | ||
345 | |||
346 | } | ||
347 | return ret; | ||
348 | } | ||
282 | } | 349 | } |
283 | } | 350 | } |
284 | 351 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 06df85e..980d405 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | |||
@@ -128,6 +128,8 @@ public static class BSParam | |||
128 | public static float AvatarStepHeight { get; private set; } | 128 | public static float AvatarStepHeight { get; private set; } |
129 | public static float AvatarStepApproachFactor { get; private set; } | 129 | public static float AvatarStepApproachFactor { get; private set; } |
130 | public static float AvatarStepForceFactor { get; private set; } | 130 | public static float AvatarStepForceFactor { get; private set; } |
131 | public static float AvatarStepUpCorrectionFactor { get; private set; } | ||
132 | public static int AvatarStepSmoothingSteps { get; private set; } | ||
131 | 133 | ||
132 | // Vehicle parameters | 134 | // Vehicle parameters |
133 | public static float VehicleMaxLinearVelocity { get; private set; } | 135 | public static float VehicleMaxLinearVelocity { get; private set; } |
@@ -234,6 +236,7 @@ public static class BSParam | |||
234 | objectSet = pObjSetter; | 236 | objectSet = pObjSetter; |
235 | } | 237 | } |
236 | /* Wish I could simplify using this definition but CLR doesn't store references so closure around delegates of references won't work | 238 | /* Wish I could simplify using this definition but CLR doesn't store references so closure around delegates of references won't work |
239 | * TODO: Maybe use reflection and the name of the variable to create a reference for the getter/setter. | ||
237 | public ParameterDefn(string pName, string pDesc, T pDefault, ref T loc) | 240 | public ParameterDefn(string pName, string pDesc, T pDefault, ref T loc) |
238 | : base(pName, pDesc) | 241 | : base(pName, pDesc) |
239 | { | 242 | { |
@@ -561,7 +564,7 @@ public static class BSParam | |||
561 | (s) => { return AvatarBelowGroundUpCorrectionMeters; }, | 564 | (s) => { return AvatarBelowGroundUpCorrectionMeters; }, |
562 | (s,v) => { AvatarBelowGroundUpCorrectionMeters = v; } ), | 565 | (s,v) => { AvatarBelowGroundUpCorrectionMeters = v; } ), |
563 | new ParameterDefn<float>("AvatarStepHeight", "Height of a step obstacle to consider step correction", | 566 | new ParameterDefn<float>("AvatarStepHeight", "Height of a step obstacle to consider step correction", |
564 | 0.3f, | 567 | 0.6f, |
565 | (s) => { return AvatarStepHeight; }, | 568 | (s) => { return AvatarStepHeight; }, |
566 | (s,v) => { AvatarStepHeight = v; } ), | 569 | (s,v) => { AvatarStepHeight = v; } ), |
567 | new ParameterDefn<float>("AvatarStepApproachFactor", "Factor to control angle of approach to step (0=straight on)", | 570 | new ParameterDefn<float>("AvatarStepApproachFactor", "Factor to control angle of approach to step (0=straight on)", |
@@ -569,9 +572,17 @@ public static class BSParam | |||
569 | (s) => { return AvatarStepApproachFactor; }, | 572 | (s) => { return AvatarStepApproachFactor; }, |
570 | (s,v) => { AvatarStepApproachFactor = v; } ), | 573 | (s,v) => { AvatarStepApproachFactor = v; } ), |
571 | new ParameterDefn<float>("AvatarStepForceFactor", "Controls the amount of force up applied to step up onto a step", | 574 | new ParameterDefn<float>("AvatarStepForceFactor", "Controls the amount of force up applied to step up onto a step", |
572 | 2.0f, | 575 | 1.0f, |
573 | (s) => { return AvatarStepForceFactor; }, | 576 | (s) => { return AvatarStepForceFactor; }, |
574 | (s,v) => { AvatarStepForceFactor = v; } ), | 577 | (s,v) => { AvatarStepForceFactor = v; } ), |
578 | new ParameterDefn<float>("AvatarStepUpCorrectionFactor", "Multiplied by height of step collision to create up movement at step", | ||
579 | 1.0f, | ||
580 | (s) => { return AvatarStepUpCorrectionFactor; }, | ||
581 | (s,v) => { AvatarStepUpCorrectionFactor = v; } ), | ||
582 | new ParameterDefn<int>("AvatarStepSmoothingSteps", "Number of frames after a step collision that we continue walking up stairs", | ||
583 | 2, | ||
584 | (s) => { return AvatarStepSmoothingSteps; }, | ||
585 | (s,v) => { AvatarStepSmoothingSteps = v; } ), | ||
575 | 586 | ||
576 | new ParameterDefn<float>("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle", | 587 | new ParameterDefn<float>("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle", |
577 | 1000.0f, | 588 | 1000.0f, |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 98eb4ca..309d004 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -96,7 +96,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
96 | SetMaterial((int)MaterialAttributes.Material.Wood); | 96 | SetMaterial((int)MaterialAttributes.Material.Wood); |
97 | 97 | ||
98 | CollisionCollection = new CollisionEventUpdate(); | 98 | CollisionCollection = new CollisionEventUpdate(); |
99 | CollisionsLastTick = CollisionCollection; | 99 | CollisionsLastReported = CollisionCollection; |
100 | SubscribedEventsMs = 0; | 100 | SubscribedEventsMs = 0; |
101 | CollidingStep = 0; | 101 | CollidingStep = 0; |
102 | CollidingGroundStep = 0; | 102 | CollidingGroundStep = 0; |
@@ -368,11 +368,14 @@ public abstract class BSPhysObject : PhysicsActor | |||
368 | } | 368 | } |
369 | } | 369 | } |
370 | 370 | ||
371 | // The collisions that have been collected this tick | 371 | // The collisions that have been collected for the next collision reporting (throttled by subscription) |
372 | protected CollisionEventUpdate CollisionCollection; | 372 | protected CollisionEventUpdate CollisionCollection; |
373 | // Remember collisions from last tick for fancy collision based actions | 373 | // This is the collision collection last reported to the Simulator. |
374 | public CollisionEventUpdate CollisionsLastReported; | ||
375 | // Remember the collisions recorded in the last tick for fancy collision checking | ||
374 | // (like a BSCharacter walking up stairs). | 376 | // (like a BSCharacter walking up stairs). |
375 | public CollisionEventUpdate CollisionsLastTick; | 377 | public CollisionEventUpdate CollisionsLastTick; |
378 | private long CollisionsLastTickStep = -1; | ||
376 | 379 | ||
377 | // The simulation step is telling this object about a collision. | 380 | // The simulation step is telling this object about a collision. |
378 | // Return 'true' if a collision was processed and should be sent up. | 381 | // Return 'true' if a collision was processed and should be sent up. |
@@ -399,6 +402,15 @@ public abstract class BSPhysObject : PhysicsActor | |||
399 | // For movement tests, remember if we are colliding with an object that is moving. | 402 | // For movement tests, remember if we are colliding with an object that is moving. |
400 | ColliderIsMoving = collidee != null ? (collidee.RawVelocity != OMV.Vector3.Zero) : false; | 403 | ColliderIsMoving = collidee != null ? (collidee.RawVelocity != OMV.Vector3.Zero) : false; |
401 | 404 | ||
405 | // Make a collection of the collisions that happened the last simulation tick. | ||
406 | // This is different than the collection created for sending up to the simulator as it is cleared every tick. | ||
407 | if (CollisionsLastTickStep != PhysicsScene.SimulationStep) | ||
408 | { | ||
409 | CollisionsLastTick = new CollisionEventUpdate(); | ||
410 | CollisionsLastTickStep = PhysicsScene.SimulationStep; | ||
411 | } | ||
412 | CollisionsLastTick.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | ||
413 | |||
402 | // If someone has subscribed for collision events log the collision so it will be reported up | 414 | // If someone has subscribed for collision events log the collision so it will be reported up |
403 | if (SubscribedEvents()) { | 415 | if (SubscribedEvents()) { |
404 | CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | 416 | CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); |
@@ -419,7 +431,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
419 | bool ret = true; | 431 | bool ret = true; |
420 | 432 | ||
421 | // If the 'no collision' call, force it to happen right now so quick collision_end | 433 | // If the 'no collision' call, force it to happen right now so quick collision_end |
422 | bool force = (CollisionCollection.Count == 0 && CollisionsLastTick.Count != 0); | 434 | bool force = (CollisionCollection.Count == 0 && CollisionsLastReported.Count != 0); |
423 | 435 | ||
424 | // throttle the collisions to the number of milliseconds specified in the subscription | 436 | // throttle the collisions to the number of milliseconds specified in the subscription |
425 | if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime)) | 437 | if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime)) |
@@ -438,7 +450,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
438 | base.SendCollisionUpdate(CollisionCollection); | 450 | base.SendCollisionUpdate(CollisionCollection); |
439 | 451 | ||
440 | // Remember the collisions from this tick for some collision specific processing. | 452 | // Remember the collisions from this tick for some collision specific processing. |
441 | CollisionsLastTick = CollisionCollection; | 453 | CollisionsLastReported = CollisionCollection; |
442 | 454 | ||
443 | // The CollisionCollection instance is passed around in the simulator. | 455 | // The CollisionCollection instance is passed around in the simulator. |
444 | // Make sure we don't have a handle to that one and that a new one is used for next time. | 456 | // Make sure we don't have a handle to that one and that a new one is used for next time. |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 3423d2e..4bc266b 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -69,12 +69,17 @@ public class BSPrim : BSPhysObject | |||
69 | 69 | ||
70 | private int CrossingFailures { get; set; } | 70 | private int CrossingFailures { get; set; } |
71 | 71 | ||
72 | // Keep a handle to the vehicle actor so it is easy to set parameters on same. | ||
72 | public BSDynamics VehicleActor; | 73 | public BSDynamics VehicleActor; |
73 | public const string VehicleActorName = "BasicVehicle"; | 74 | public const string VehicleActorName = "BasicVehicle"; |
74 | 75 | ||
76 | // Parameters for the hover actor | ||
75 | public const string HoverActorName = "HoverActor"; | 77 | public const string HoverActorName = "HoverActor"; |
78 | // Parameters for the axis lock actor | ||
76 | public const String LockedAxisActorName = "BSPrim.LockedAxis"; | 79 | public const String LockedAxisActorName = "BSPrim.LockedAxis"; |
80 | // Parameters for the move to target actor | ||
77 | public const string MoveToTargetActorName = "MoveToTargetActor"; | 81 | public const string MoveToTargetActorName = "MoveToTargetActor"; |
82 | // Parameters for the setForce and setTorque actors | ||
78 | public const string SetForceActorName = "SetForceActor"; | 83 | public const string SetForceActorName = "SetForceActor"; |
79 | public const string SetTorqueActorName = "SetTorqueActor"; | 84 | public const string SetTorqueActorName = "SetTorqueActor"; |
80 | 85 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index a0131c7..1284ae7 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | |||
@@ -42,6 +42,8 @@ One sided meshes? Should terrain be built into a closed shape? | |||
42 | 42 | ||
43 | VEHICLES TODO LIST: | 43 | VEHICLES TODO LIST: |
44 | ================================================= | 44 | ================================================= |
45 | UBit improvements to remove rubber-banding of avatars sitting on vehicle child prims: | ||
46 | https://github.com/UbitUmarov/Ubit-opensim | ||
45 | Border crossing with linked vehicle causes crash | 47 | Border crossing with linked vehicle causes crash |
46 | 20121129.1411: editting/moving phys object across region boundries causes crash | 48 | 20121129.1411: editting/moving phys object across region boundries causes crash |
47 | getPos-> btRigidBody::upcast -> getBodyType -> BOOM | 49 | getPos-> btRigidBody::upcast -> getBodyType -> BOOM |
@@ -167,6 +169,7 @@ Eliminate collisions between objects in a linkset. (LinksetConstraint) | |||
167 | 169 | ||
168 | MORE | 170 | MORE |
169 | ====================================================== | 171 | ====================================================== |
172 | Compute avatar size and scale correctly. Now it is a bit off from the capsule size. | ||
170 | Create tests for different interface components | 173 | Create tests for different interface components |
171 | Have test objects/scripts measure themselves and turn color if correct/bad | 174 | Have test objects/scripts measure themselves and turn color if correct/bad |
172 | Test functions in SL and calibrate correctness there | 175 | Test functions in SL and calibrate correctness there |