BulletSim: Add more to the TODO list. Clean up and improve some comments.

0.7.5-pf-bulletsim
Robert Adams 2012-12-13 23:08:01 -08:00
parent 469c6c000a
commit 664dad53dd
2 changed files with 9 additions and 10 deletions

View File

@ -98,18 +98,14 @@ public struct BulletBody
public struct BulletShape
{
public BulletShape(IntPtr xx)
public BulletShape(IntPtr xx) : this(xx, BSPhysicsShapeType.SHAPE_UNKNOWN)
{
ptr = xx;
type=BSPhysicsShapeType.SHAPE_UNKNOWN;
shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE;
isNativeShape = false;
}
public BulletShape(IntPtr xx, BSPhysicsShapeType typ)
{
ptr = xx;
type = typ;
shapeKey = 0;
shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE;
isNativeShape = false;
}
public IntPtr ptr;
@ -192,7 +188,7 @@ public enum CollisionType
Static,
Dynamic,
VolumeDetect,
// Linkset, // A linkset proper should be either Static or Dynamic
// Linkset, // A linkset should be either Static or Dynamic
LinksetChild,
Unknown
};
@ -211,7 +207,7 @@ public struct CollisionTypeFilterGroup
public uint mask;
};
/*
/* NOTE: old definitions kept for reference. Delete when things are working.
// The collsion filters and masked are defined in one place -- don't want them scattered
AvatarGroup = BCharacterGroup,
AvatarMask = BAllGroup,

View File

@ -19,6 +19,7 @@ Some vehicles should not be able to turn if no speed or off ground.
Neb car jiggling left and right
Happens on terrain and any other mesh object. Flat cubes are much smoother.
This has been reduced but not eliminated.
Light cycle falling over when driving
For limitMotorUp, use raycast down to find if vehicle is in the air.
Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE.
Verify that angular motion specified around Z moves in the vehicle coordinates.
@ -121,6 +122,9 @@ Remove unused fields from ShapeData (not used in API2)
Breakout code for mesh/hull/compound/native into separate BSShape* classes
Standardize access to building and reference code.
The skeleton classes are in the sources but are not complete or linked in.
Make BSBody and BSShape real classes to centralize creation/changin/destruction
Convert state and parameter calls from BulletSimAPI direct calls to
calls on BSBody and BSShape
Generalize Dynamics and PID with standardized motors.
Generalize Linkset and vehicles into PropertyManagers
Methods for Refresh, RemoveBodyDependencies, RestoreBodyDependencies
@ -132,7 +136,7 @@ Implement linkset by setting position of children when root updated. (LinksetMan
Linkset implementation using manual prim movement.
LinkablePrim class? Would that simplify/centralize the linkset logic?
BSScene.UpdateParameterSet() is broken. How to set params on objects?
Remove HeightmapInfo from terrain specification.
Remove HeightmapInfo from terrain specification
Since C++ code does not need terrain height, this structure et al are not needed.
Add floating motor for BS_FLOATS_ON_WATER so prim and avatar will
bob at the water level. BSPrim.PositionSanityCheck().
@ -164,7 +168,6 @@ Do prim hash codes work for sculpties and meshes? (Resolution: yes)
Linkset implementation using compound shapes. (Resolution: implemented LinksetCompound)
Compound shapes will need the LocalID in the shapes and collision
processing to get it from there.
Light cycle falling over when driving (Resolution: implemented VerticalAttractor)
Light cycle not banking (Resolution: It doesn't. Banking is roll adding yaw.)
Package Bullet source mods for Bullet internal stats output
(Resolution: move code into WorldData.h rather than relying on patches)