diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 069cb0da88..2ca4912c8c 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -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; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index 8a9aec9b26..c084ab4e2b 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt @@ -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.