diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 1a61431d59..20708d9ce0 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -261,7 +261,7 @@ public class BSCharacter : PhysicsActor set { _flying = value; // simulate flying by changing the effect of gravity - this.Buoyancy(ComputeBuoyancyFromFlying(_flying)); + this.Buoyancy = ComputeBuoyancyFromFlying(_flying); } } private float ComputeBuoyancyFromFlying(bool ifFlying) { @@ -356,7 +356,7 @@ public class BSCharacter : PhysicsActor } else { - m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader); + m_log.ErrorFormat("{0}: Got a NaN force applied to a Character", LogHeader); } //m_lastUpdateSent = false; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 9b12b4f277..142103b163 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -37,14 +37,18 @@ using OpenMetaverse; using OpenSim.Region.Framework; // TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim) +// Debug linkset +// Test with multiple regions in one simulator // Adjust character capsule size when height is adjusted (ScenePresence.SetHeight) // Test sculpties // Compute physics FPS reasonably // Based on material, set density and friction -// More efficient memory usage in passing hull information from BSPrim to BulletSim +// More efficient memory usage when passing hull information from BSPrim to BulletSim // Four states of prim: Physical, regular, phantom and selected. Are we modeling these correctly? // In SL one can set both physical and phantom (gravity, does not effect others, makes collisions with ground) // At the moment, physical and phantom causes object to drop through the terrain +// Physical phantom objects and related typing (collision options ) +// Check out llVolumeDetect. Must do something for that. // Should prim.link() and prim.delink() membership checking happen at taint time? // Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once // Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect @@ -53,17 +57,14 @@ using OpenSim.Region.Framework; // Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation) // Does NeedsMeshing() really need to exclude all the different shapes? // Remove mesh and Hull stuff. Use mesh passed to bullet and use convexdecom from bullet. -// Add PID movement operations -// Debug linkset -// Ccd threshold to defaults (0.0) -// Command line get and set is broken +// Add PID movement operations. What does ScenePresence.MoveToTarget do? // Check terrain size. 128 or 127? -// Test with multiple regions in one simulator // Multiple contact points on collision? // See code in ode::near... calls to collision_accounting_events() +// (This might not be a problem. ODE collects all the collisions with one object in one tick.) // Use collision masks for collision with terrain and phantom objects -// Check out llVolumeDetect. Must do something for that. -// Physical phantom objects and related typing (collision options ) +// Figure out how to not allocate a new Dictionary and List for every collision +// in BSPrim.Collide() and BSCharacter.Collide(). Can the same ones be reused? // Raycast // namespace OpenSim.Region.Physics.BulletSPlugin @@ -282,7 +283,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters parms.avatarFriction = pConfig.GetFloat("AvatarFriction", parms.avatarFriction); parms.avatarRestitution = pConfig.GetFloat("AvatarRestitution", parms.avatarRestitution); parms.avatarDensity = pConfig.GetFloat("AvatarDensity", parms.avatarDensity); - parms.avatarRestitution = pConfig.GetFloat("AvatarRestitution", parms.avatarRestitution); parms.avatarCapsuleRadius = pConfig.GetFloat("AvatarCapsuleRadius", parms.avatarCapsuleRadius); parms.avatarCapsuleHeight = pConfig.GetFloat("AvatarCapsuleHeight", parms.avatarCapsuleHeight); } @@ -408,16 +408,16 @@ public class BSScene : PhysicsScene, IPhysicsParameters { EntityProperties entprop = m_updateArray[ii]; // m_log.DebugFormat("{0}: entprop[{1}]: id={2}, pos={3}", LogHeader, ii, entprop.ID, entprop.Position); - BSCharacter actor; - if (m_avatars.TryGetValue(entprop.ID, out actor)) - { - actor.UpdateProperties(entprop); - continue; - } BSPrim prim; if (m_prims.TryGetValue(entprop.ID, out prim)) { prim.UpdateProperties(entprop); + continue; + } + BSCharacter actor; + if (m_avatars.TryGetValue(entprop.ID, out actor)) + { + actor.UpdateProperties(entprop); } } }