BulletSim: update TODO list. Rearrange code for readability. Add per object friction and restitution runtime settable parameters.
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de24feb275
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1a738caeca
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@ -261,7 +261,7 @@ public class BSCharacter : PhysicsActor
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set {
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set {
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_flying = value;
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_flying = value;
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// simulate flying by changing the effect of gravity
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// simulate flying by changing the effect of gravity
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this.Buoyancy(ComputeBuoyancyFromFlying(_flying));
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this.Buoyancy = ComputeBuoyancyFromFlying(_flying);
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}
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}
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}
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}
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private float ComputeBuoyancyFromFlying(bool ifFlying) {
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private float ComputeBuoyancyFromFlying(bool ifFlying) {
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@ -356,7 +356,7 @@ public class BSCharacter : PhysicsActor
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}
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}
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else
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else
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{
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{
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m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader);
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m_log.ErrorFormat("{0}: Got a NaN force applied to a Character", LogHeader);
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}
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}
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//m_lastUpdateSent = false;
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//m_lastUpdateSent = false;
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}
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}
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@ -37,14 +37,18 @@ using OpenMetaverse;
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using OpenSim.Region.Framework;
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using OpenSim.Region.Framework;
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// TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim)
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// TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim)
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// Debug linkset
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// Test with multiple regions in one simulator
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// Adjust character capsule size when height is adjusted (ScenePresence.SetHeight)
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// Adjust character capsule size when height is adjusted (ScenePresence.SetHeight)
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// Test sculpties
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// Test sculpties
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// Compute physics FPS reasonably
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// Compute physics FPS reasonably
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// Based on material, set density and friction
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// Based on material, set density and friction
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// More efficient memory usage in passing hull information from BSPrim to BulletSim
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// More efficient memory usage when passing hull information from BSPrim to BulletSim
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// Four states of prim: Physical, regular, phantom and selected. Are we modeling these correctly?
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// Four states of prim: Physical, regular, phantom and selected. Are we modeling these correctly?
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// In SL one can set both physical and phantom (gravity, does not effect others, makes collisions with ground)
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// In SL one can set both physical and phantom (gravity, does not effect others, makes collisions with ground)
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// At the moment, physical and phantom causes object to drop through the terrain
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// At the moment, physical and phantom causes object to drop through the terrain
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// Physical phantom objects and related typing (collision options )
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// Check out llVolumeDetect. Must do something for that.
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// Should prim.link() and prim.delink() membership checking happen at taint time?
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// Should prim.link() and prim.delink() membership checking happen at taint time?
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// Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once
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// Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once
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// Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect
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// Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect
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@ -53,17 +57,14 @@ using OpenSim.Region.Framework;
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// Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation)
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// Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation)
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// Does NeedsMeshing() really need to exclude all the different shapes?
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// Does NeedsMeshing() really need to exclude all the different shapes?
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// Remove mesh and Hull stuff. Use mesh passed to bullet and use convexdecom from bullet.
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// Remove mesh and Hull stuff. Use mesh passed to bullet and use convexdecom from bullet.
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// Add PID movement operations
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// Add PID movement operations. What does ScenePresence.MoveToTarget do?
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// Debug linkset
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// Ccd threshold to defaults (0.0)
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// Command line get and set is broken
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// Check terrain size. 128 or 127?
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// Check terrain size. 128 or 127?
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// Test with multiple regions in one simulator
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// Multiple contact points on collision?
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// Multiple contact points on collision?
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// See code in ode::near... calls to collision_accounting_events()
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// See code in ode::near... calls to collision_accounting_events()
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// (This might not be a problem. ODE collects all the collisions with one object in one tick.)
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// Use collision masks for collision with terrain and phantom objects
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// Use collision masks for collision with terrain and phantom objects
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// Check out llVolumeDetect. Must do something for that.
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// Figure out how to not allocate a new Dictionary and List for every collision
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// Physical phantom objects and related typing (collision options )
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// in BSPrim.Collide() and BSCharacter.Collide(). Can the same ones be reused?
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// Raycast
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// Raycast
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//
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//
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namespace OpenSim.Region.Physics.BulletSPlugin
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namespace OpenSim.Region.Physics.BulletSPlugin
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@ -282,7 +283,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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parms.avatarFriction = pConfig.GetFloat("AvatarFriction", parms.avatarFriction);
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parms.avatarFriction = pConfig.GetFloat("AvatarFriction", parms.avatarFriction);
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parms.avatarRestitution = pConfig.GetFloat("AvatarRestitution", parms.avatarRestitution);
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parms.avatarRestitution = pConfig.GetFloat("AvatarRestitution", parms.avatarRestitution);
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parms.avatarDensity = pConfig.GetFloat("AvatarDensity", parms.avatarDensity);
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parms.avatarDensity = pConfig.GetFloat("AvatarDensity", parms.avatarDensity);
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parms.avatarRestitution = pConfig.GetFloat("AvatarRestitution", parms.avatarRestitution);
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parms.avatarCapsuleRadius = pConfig.GetFloat("AvatarCapsuleRadius", parms.avatarCapsuleRadius);
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parms.avatarCapsuleRadius = pConfig.GetFloat("AvatarCapsuleRadius", parms.avatarCapsuleRadius);
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parms.avatarCapsuleHeight = pConfig.GetFloat("AvatarCapsuleHeight", parms.avatarCapsuleHeight);
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parms.avatarCapsuleHeight = pConfig.GetFloat("AvatarCapsuleHeight", parms.avatarCapsuleHeight);
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}
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}
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@ -408,16 +408,16 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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{
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{
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EntityProperties entprop = m_updateArray[ii];
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EntityProperties entprop = m_updateArray[ii];
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// m_log.DebugFormat("{0}: entprop[{1}]: id={2}, pos={3}", LogHeader, ii, entprop.ID, entprop.Position);
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// m_log.DebugFormat("{0}: entprop[{1}]: id={2}, pos={3}", LogHeader, ii, entprop.ID, entprop.Position);
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BSCharacter actor;
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if (m_avatars.TryGetValue(entprop.ID, out actor))
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{
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actor.UpdateProperties(entprop);
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continue;
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}
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BSPrim prim;
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BSPrim prim;
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if (m_prims.TryGetValue(entprop.ID, out prim))
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if (m_prims.TryGetValue(entprop.ID, out prim))
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{
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{
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prim.UpdateProperties(entprop);
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prim.UpdateProperties(entprop);
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continue;
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}
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BSCharacter actor;
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if (m_avatars.TryGetValue(entprop.ID, out actor))
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{
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actor.UpdateProperties(entprop);
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}
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}
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}
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}
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}
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}
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