From 3d0fc708647ceb734385f90e2f22be9774e2171e Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 31 Dec 2012 16:22:45 -0800 Subject: BulletSim: complete movement of BulletSimAPI functions to BSAPITemplate. Update BulletSim DLLs and SOs with simplier step function interface. --- OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | 10 +++++++++- 1 file changed, 9 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index 4cb8e6d..a8a4ff5 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt @@ -61,7 +61,8 @@ Incorporate inter-relationship of angular corrections. For instance, angularDefl BULLETSIM TODO LIST: ================================================= -Avatar density is WAY off. Compare and calibrate with what's in SL. +Implement an avatar mesh shape. The Bullet capsule is way too limited. + Consider just hand creating a vertex/index array in a new BSShapeAvatar. Revisit CollisionMargin. Builders notice the 0.04 spacing between prims. Duplicating a physical prim causes old prim to jump away Dup a phys prim and the original become unselected and thus interacts w/ selected prim. @@ -170,6 +171,9 @@ Avatar attachments have no mass? http://forums-archive.secondlife.com/54/f0/3179 INTERNAL IMPROVEMENT/CLEANUP ================================================= +Create the physical wrapper classes (BulletBody, BulletShape) by methods on + BSAPITemplate and make their actual implementation Bullet engine specific. + For the short term, just call the existing functions in ShapeCollection. Consider moving prim/character body and shape destruction in destroy() to postTimeTime rather than protecting all the potential sets that might have been queued up. @@ -204,6 +208,8 @@ Should taints check for existance or activeness of target? Possibly have and 'active' flag that is checked by the taint processor? Parameters for physics logging should be moved from BSScene to BSParam (at least boolean ones) Can some of the physical wrapper classes (BulletBody, BulletWorld, BulletShape) be 'sealed'? +There are TOO MANY interfaces from BulletSim core to Bullet itself + Think of something to eliminate one or more of the layers THREADING ================================================= @@ -262,3 +268,5 @@ llApplyImpulse() (Resolution: tested on SL and OS. AddForce scales the force for timestep) llSetBuoyancy() (DONE) (Resolution: Bullet resets object gravity when added to world. Moved set gravity) +Avatar density is WAY off. Compare and calibrate with what's in SL. (DONE) + (Resolution: set default density to 3.5 (from 60) which is closer to SL) -- cgit v1.1