BulletSim: update comments and add more to TODO list.
parent
8de9f9dd4a
commit
addb791f3d
|
@ -59,7 +59,7 @@ public sealed class BSLinksetCompound : BSLinkset
|
|||
// refresh will happen once after all the other taints are applied.
|
||||
public override void Refresh(BSPhysObject requestor)
|
||||
{
|
||||
// External request for Refresh (from BSPrim) is not necessary
|
||||
// External request for Refresh (from BSPrim) doesn't need to do anything
|
||||
// InternalRefresh(requestor);
|
||||
}
|
||||
|
||||
|
@ -86,7 +86,7 @@ public sealed class BSLinksetCompound : BSLinkset
|
|||
DetailLog("{0},BSLinksetCompound.MakeDynamic,call,IsRoot={1}", child.LocalID, IsRoot(child));
|
||||
if (!IsRoot(child))
|
||||
{
|
||||
// Physical children are removed from the world as the shape ofthe root compound
|
||||
// The origional prims are removed from the world as the shape of the root compound
|
||||
// shape takes over.
|
||||
BulletSimAPI.AddToCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
|
||||
BulletSimAPI.ForceActivationState2(child.PhysBody.ptr, ActivationState.DISABLE_SIMULATION);
|
||||
|
@ -118,7 +118,7 @@ public sealed class BSLinksetCompound : BSLinkset
|
|||
// Called at taint-time!!
|
||||
public override void UpdateProperties(BSPhysObject updated)
|
||||
{
|
||||
// Nothing to do for constraints on property updates
|
||||
// Nothing to do for compound linksets on property updates
|
||||
}
|
||||
|
||||
// The children move around in relationship to the root.
|
||||
|
|
|
@ -5,6 +5,9 @@ CRASHES
|
|||
20121128.1600: mesh object not rezzing (no physics mesh).
|
||||
Causes many errors. Doesn't stop after first error with box shape.
|
||||
Eventually crashes when deleting the object.
|
||||
20121206.1434: rez Sam-pan into OSGrid BulletSim11 region
|
||||
Immediate simulator crash. Mono does not output any stacktrace and
|
||||
log just stops after reporting taint-time linking of the linkset.
|
||||
|
||||
VEHICLES TODO LIST:
|
||||
=================================================
|
||||
|
@ -23,9 +26,12 @@ After getting off a vehicle, the root prim is phantom (can be walked through)
|
|||
Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint)
|
||||
Implement referenceFrame for all the motion routines.
|
||||
Cannot edit/move a vehicle being ridden: it jumps back to the origional position.
|
||||
Border crossing with linked vehicle causes crash
|
||||
|
||||
BULLETSIM TODO LIST:
|
||||
=================================================
|
||||
Duplicating a physical prim causes old prim to jump away
|
||||
Dup a phys prim and the original become unselected and thus interacts w/ selected prim.
|
||||
Disable activity of passive linkset children.
|
||||
Since the linkset is a compound object, the old prims are left lying
|
||||
around and need to be phantomized so they don't collide, ...
|
||||
|
@ -96,7 +102,7 @@ Breakout code for mesh/hull/compound/native into separate BSShape* classes
|
|||
Generalize Dynamics and PID with standardized motors.
|
||||
Generalize Linkset and vehicles into PropertyManagers
|
||||
Methods for Refresh, RemoveBodyDependencies, RestoreBodyDependencies
|
||||
Possibly generalized a 'pre step action' registration.
|
||||
Potentially add events for shape destruction, etc.
|
||||
Complete implemention of preStepActions
|
||||
Replace vehicle step call with prestep event.
|
||||
Is there a need for postStepActions? postStepTaints?
|
||||
|
|
Loading…
Reference in New Issue