BulletSim: update TODO list. Rearrange code for readability. Add per object friction and restitution runtime settable parameters.

0.7.4.1
Robert Adams 2012-03-21 07:07:44 -07:00
parent cb2727cf6e
commit 7783c93802
2 changed files with 17 additions and 17 deletions

View File

@ -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;
}

View File

@ -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);
}
}
}