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path: root/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt (follow)
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* Initial update to OpenSim 0.8.2.1 source code.David Walter Seikel2016-11-031-272/+0
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* BulletSim: complete movement of BulletSimAPI functions to BSAPITemplate.Robert Adams2012-12-311-1/+9
| | | | Update BulletSim DLLs and SOs with simplier step function interface.
* BulletSim: first round of conversion from direct BulletSimAPI interfacing by ↵Robert Adams2012-12-311-1/+6
| | | | BulletSim core to using the BulletSimAPITemplate. Physical object creation and destruction first.
* BulletSim: change physical data structures to classes. Add defaultRobert Adams2012-12-311-0/+4
| | | | | | instantiations for PhysBody and PhysShape when BSPhysObject is created to account for them being classes and not structures. Update TODO list.
* BulletSim: correct collision mask definition for linkset children.Robert Adams2012-12-271-0/+1
| | | | Remove unused code. Add comments and TODOs.
* BulletSim: move logic for IsColliding, CollidingGround and CollidingObj from ↵Robert Adams2012-12-271-1/+2
| | | | individual sub-classes and up to parent BSPhysObject class.
* BulletSim: fix buoyancy so it's properly set by a script when anRobert Adams2012-12-271-8/+16
| | | | | object is selected. Update TODO list.
* BulletSim: add physical parameter min/max constants in BSParam. I just don't ↵Robert Adams2012-12-271-0/+1
| | | | like raw numbers scattered around the code.
* BulletSim: scale the force for external AddForce by the simulationRobert Adams2012-12-261-0/+4
| | | | | step time so it will be applied completely the next step. The internal AddForce routine does not scale the force.
* BulletSim: make llBuoyancy work. For some reason, Bullet resets anRobert Adams2012-12-251-1/+2
| | | | | object's individual gravity to the world gravity when the object is added to the physical world.
* BulletSim: Rename some of the interface structures (BulletWorld, ...)Robert Adams2012-12-241-0/+7
| | | | | | | | to get ready for... Start creation of BulletAPITemplate. This defines the abstract interface functions. Following commits will move over to the new interface. This will enable switching between the managed and unmanaged version of Bullet.
* BulletSim: Fix single physical prim reporting its mass as zero.Robert Adams2012-12-241-2/+13
| | | | | | | Properly return root mass as mass of just the root prim rather than the mass of the linkset. SOG has the logic to add the masses together to get the linkset mass. Update TODO list.
* BulletSim: modify avatar motor code to make falling movement better. Clean ↵Robert Adams2012-12-221-0/+3
| | | | up some usages. Disable motor when done.
* BulletSim: begin movement of parameters from pinned memory block to ↵Robert Adams2012-12-211-7/+9
| | | | variables all in managed code. Add note to TODO list to remember to do the rest. Other updates to TODO list.
* BulletSim: angularMotorUp working again (seems a little slow as it takes ↵Robert Adams2012-12-201-11/+22
| | | | longer than timescale to correct, but getting better). Disabled angularDeflection (need to resolve interactions between angular corrections). Update TODO list.
* BulletSim: comments and TODO list updateRobert Adams2012-12-181-1/+2
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* BulletSim: fix vehicles going underground when unsat. Problem was that, when ↵Robert Adams2012-12-171-1/+1
| | | | doing unsit, the order of operations on the prims and the vehicle is very chaotic and not in a good order so the root prim was being left physical and thus it fell for a bit. Also changed default of velocity scaling to be closer to the movement standard.
* BulletSim: add even more to the TODO list.Robert Adams2012-12-161-4/+27
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* BulletSim: rip out old code for linkset child position fetching. BulletSim ↵Robert Adams2012-12-161-0/+3
| | | | doesn't need to do that bookkeeping because SOG/SOP already does it.
* BulletSim: Add more to the TODO list. Clean up and improve some comments.Robert Adams2012-12-131-2/+5
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* BulletSim: updates and rearrangement of the TODO list.Robert Adams2012-12-121-14/+33
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* BulletSim: protect prim property setting to remove crash from taints setting ↵Robert Adams2012-12-111-2/+7
| | | | properties after the destroy object taint has happened.
* BulletSim: add ini file and command line parameters to controlRobert Adams2012-12-111-2/+5
| | | | | | | | | dumping of physical vehicle parameters (out of Bullet) on each simulation step and to optionally scale vehicle angular velocity by the time step. The latter looks to be part of a difference between angular parameters for ODE and BulletSim. SL docs say angular velocity is measured in radians/timeScale. Not sure if this is different than what ODE does.
* BulletSim: update comments and add more to TODO list.Robert Adams2012-12-081-1/+7
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* BulletSim: update and add to the TODO list.Robert Adams2012-12-061-31/+56
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* BulletSim: rework angular corrections to remove any hybrid code and compute ↵Robert Adams2012-12-031-0/+1
| | | | absolute collections.
* BulletSim: add stubs for generalization of preStep actions. Will eventually ↵Robert Adams2012-12-031-1/+5
| | | | replace the specialized vehicle processing with preStep event processing. Add TODO comments about this feature. Redo line endings in TODO file to be all Linux.
* BulletSim: begin tracking a TODO list. There just are so many things to ↵Robert Adams2012-12-031-0/+112
remember to do.