BulletSim: update TODO list. Rearrange code for readability. Add per object friction and restitution runtime settable parameters.
parent
de24feb275
commit
1a738caeca
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue