BulletSim: comments and TODO list update

0.7.5-pf-bulletsim
Robert Adams 2012-12-18 19:19:58 -08:00
parent d15bfcf614
commit cf89e29ac3
2 changed files with 9 additions and 3 deletions

View File

@ -100,10 +100,15 @@ public sealed class BSPrim : BSPhysObject
BaseShape = pbs;
_isPhysical = pisPhysical;
_isVolumeDetect = false;
_friction = PhysicsScene.Params.defaultFriction; // TODO: compute based on object material
_density = PhysicsScene.Params.defaultDensity; // TODO: compute based on object material
// Someday set default attributes based on the material but, for now, we don't know the prim material yet.
// MaterialAttributes primMat = BSMaterials.GetAttributes(Material, pisPhysical);
_density = PhysicsScene.Params.defaultDensity;
_friction = PhysicsScene.Params.defaultFriction;
_restitution = PhysicsScene.Params.defaultRestitution;
_vehicle = new BSDynamics(PhysicsScene, this); // add vehicleness
_mass = CalculateMass();
// No body or shape yet

View File

@ -6,7 +6,7 @@ Eliminate all crashes (DONEish)
Enable vehicle border crossings (at least as poorly as ODE)
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
Calibrate turning radius (DONE)
limitMotorUp calibration (more down?)
study PID motors (include 'efficiency' implementation
Add to avatar movement
@ -82,6 +82,7 @@ Add osGetPhysicsEngineName() so scripters can tell whether BulletSim or ODE
Also osGetPhysicsEngineVerion() maybe.
Linkset.Position and Linkset.Orientation requre rewrite to properly return
child position. LinksetConstraint acts like it's at taint time!!
Implement LockAngularMotion -- implements llSetStatus(ROTATE_AXIS_*, T/F)
LINKSETS
======================================================