BulletSim: comments and TODO list update
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d15bfcf614
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@ -100,10 +100,15 @@ public sealed class BSPrim : BSPhysObject
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BaseShape = pbs;
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_isPhysical = pisPhysical;
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_isVolumeDetect = false;
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_friction = PhysicsScene.Params.defaultFriction; // TODO: compute based on object material
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_density = PhysicsScene.Params.defaultDensity; // TODO: compute based on object material
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// Someday set default attributes based on the material but, for now, we don't know the prim material yet.
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// MaterialAttributes primMat = BSMaterials.GetAttributes(Material, pisPhysical);
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_density = PhysicsScene.Params.defaultDensity;
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_friction = PhysicsScene.Params.defaultFriction;
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_restitution = PhysicsScene.Params.defaultRestitution;
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_vehicle = new BSDynamics(PhysicsScene, this); // add vehicleness
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_mass = CalculateMass();
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// No body or shape yet
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@ -6,7 +6,7 @@ Eliminate all crashes (DONEish)
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Enable vehicle border crossings (at least as poorly as ODE)
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Avatar created in previous region and not new region when crossing border
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Vehicle recreated in new sim at small Z value (offset from root value?) (DONE)
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Calibrate turning radius
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Calibrate turning radius (DONE)
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limitMotorUp calibration (more down?)
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study PID motors (include 'efficiency' implementation
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Add to avatar movement
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@ -82,6 +82,7 @@ Add osGetPhysicsEngineName() so scripters can tell whether BulletSim or ODE
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Also osGetPhysicsEngineVerion() maybe.
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Linkset.Position and Linkset.Orientation requre rewrite to properly return
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child position. LinksetConstraint acts like it's at taint time!!
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Implement LockAngularMotion -- implements llSetStatus(ROTATE_AXIS_*, T/F)
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LINKSETS
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======================================================
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