BulletSim: Add more to the TODO list. Clean up and improve some comments.
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469c6c000a
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@ -98,18 +98,14 @@ public struct BulletBody
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public struct BulletShape
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{
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public BulletShape(IntPtr xx)
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public BulletShape(IntPtr xx) : this(xx, BSPhysicsShapeType.SHAPE_UNKNOWN)
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{
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ptr = xx;
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type=BSPhysicsShapeType.SHAPE_UNKNOWN;
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shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE;
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isNativeShape = false;
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}
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public BulletShape(IntPtr xx, BSPhysicsShapeType typ)
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{
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ptr = xx;
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type = typ;
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shapeKey = 0;
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shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE;
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isNativeShape = false;
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}
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public IntPtr ptr;
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@ -192,7 +188,7 @@ public enum CollisionType
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Static,
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Dynamic,
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VolumeDetect,
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// Linkset, // A linkset proper should be either Static or Dynamic
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// Linkset, // A linkset should be either Static or Dynamic
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LinksetChild,
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Unknown
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};
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@ -211,7 +207,7 @@ public struct CollisionTypeFilterGroup
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public uint mask;
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};
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/*
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/* NOTE: old definitions kept for reference. Delete when things are working.
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// The collsion filters and masked are defined in one place -- don't want them scattered
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AvatarGroup = BCharacterGroup,
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AvatarMask = BAllGroup,
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@ -19,6 +19,7 @@ Some vehicles should not be able to turn if no speed or off ground.
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Neb car jiggling left and right
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Happens on terrain and any other mesh object. Flat cubes are much smoother.
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This has been reduced but not eliminated.
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Light cycle falling over when driving
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For limitMotorUp, use raycast down to find if vehicle is in the air.
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Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE.
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Verify that angular motion specified around Z moves in the vehicle coordinates.
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@ -121,6 +122,9 @@ Remove unused fields from ShapeData (not used in API2)
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Breakout code for mesh/hull/compound/native into separate BSShape* classes
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Standardize access to building and reference code.
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The skeleton classes are in the sources but are not complete or linked in.
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Make BSBody and BSShape real classes to centralize creation/changin/destruction
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Convert state and parameter calls from BulletSimAPI direct calls to
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calls on BSBody and BSShape
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Generalize Dynamics and PID with standardized motors.
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Generalize Linkset and vehicles into PropertyManagers
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Methods for Refresh, RemoveBodyDependencies, RestoreBodyDependencies
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@ -132,7 +136,7 @@ Implement linkset by setting position of children when root updated. (LinksetMan
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Linkset implementation using manual prim movement.
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LinkablePrim class? Would that simplify/centralize the linkset logic?
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BSScene.UpdateParameterSet() is broken. How to set params on objects?
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Remove HeightmapInfo from terrain specification.
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Remove HeightmapInfo from terrain specification
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Since C++ code does not need terrain height, this structure et al are not needed.
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Add floating motor for BS_FLOATS_ON_WATER so prim and avatar will
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bob at the water level. BSPrim.PositionSanityCheck().
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@ -164,7 +168,6 @@ Do prim hash codes work for sculpties and meshes? (Resolution: yes)
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Linkset implementation using compound shapes. (Resolution: implemented LinksetCompound)
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Compound shapes will need the LocalID in the shapes and collision
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processing to get it from there.
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Light cycle falling over when driving (Resolution: implemented VerticalAttractor)
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Light cycle not banking (Resolution: It doesn't. Banking is roll adding yaw.)
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Package Bullet source mods for Bullet internal stats output
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(Resolution: move code into WorldData.h rather than relying on patches)
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