BulletSim: begin movement of parameters from pinned memory block to variables all in managed code. Add note to TODO list to remember to do the rest. Other updates to TODO list.

0.7.5-pf-bulletsim
Robert Adams 2012-12-21 09:55:20 -08:00
parent 9d2f569d60
commit 750492796d
2 changed files with 19 additions and 7 deletions

View File

@ -96,6 +96,16 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
public long SimulationStep { get { return m_simulationStep; } }
private int m_taintsToProcessPerStep;
// Avatar parameters
public float ParamAvatarFriction { get; private set; }
public float ParamAvatarStandingFriction { get; private set; }
public float ParamAvatarDensity { get; private set; }
public float ParamAvatarRestitution { get; private set; }
public float ParamAvatarCapsuleWidth { get; private set; }
public float ParamAvatarCapsuleDepth { get; private set; }
public float ParamAvatarCapsuleHeight { get; private set; }
public float ParamAvatarContactProcessingThreshold { get; private set; }
public delegate void PreStepAction(float timeStep);
public event PreStepAction BeforeStep;

View File

@ -1,16 +1,16 @@
CURRENT PRIORITIES
=================================================
Eliminate all crashes (DONEish)
Editing/deleting physical linkset (DONE)
Border crossing of physical linkset (DONE)
Smooth avatar movement with motor
Should motor update be all at taint-time?
Enable vehicle border crossings (at least as poorly as ODE)
Terrain skirts
Avatar created in previous region and not new region when crossing border
Vehicle recreated in new sim at small Z value (offset from root value?) (DONE)
Calibrate turning radius (DONE)
Vehicle movement on terrain smoothness
Vehicle script tuning/debugging
Avanti speed script
Weapon shooter script
limitMotorUp calibration (more down?)
study PID motors (include 'efficiency' implementation (DONE)
Add to avatar movement
CRASHES
=================================================
@ -139,6 +139,8 @@ Consider moving prim/character body and shape destruction in destroy()
to postTimeTime rather than protecting all the potential sets that
might have been queued up.
Remove unused fields from ShapeData (not used in API2)
Remove unused fields from pinned memory shared parameter block
Create parameter variables in BSScene to replace same.
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.