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authorMelanie2013-01-02 11:52:37 +0000
committerMelanie2013-01-02 11:52:37 +0000
commit7943c8d11cbcac3ab16fb347d0c4116adc6437a5 (patch)
treea8f099569905001bdedf144a77fd7b9191aa6427 /OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
parentMerge branch 'master' into careminster (diff)
parentBulletSim: add parameter to have Bullet output performance statistics (diff)
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Merge branch 'master' into careminster
Conflicts: OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
Diffstat (limited to '')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt21
1 files changed, 19 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
index f805836..a8a4ff5 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
@@ -31,6 +31,7 @@ CRASHES
31 31
32VEHICLES TODO LIST: 32VEHICLES TODO LIST:
33================================================= 33=================================================
34Angular motor direction is global coordinates rather than local coordinates
34Border crossing with linked vehicle causes crash 35Border crossing with linked vehicle causes crash
35Vehicles (Move smoothly) 36Vehicles (Move smoothly)
36Add vehicle collisions so IsColliding is properly reported. 37Add vehicle collisions so IsColliding is properly reported.
@@ -60,7 +61,8 @@ Incorporate inter-relationship of angular corrections. For instance, angularDefl
60 61
61BULLETSIM TODO LIST: 62BULLETSIM TODO LIST:
62================================================= 63=================================================
63Avatar density is WAY off. Compare and calibrate with what's in SL. 64Implement an avatar mesh shape. The Bullet capsule is way too limited.
65 Consider just hand creating a vertex/index array in a new BSShapeAvatar.
64Revisit CollisionMargin. Builders notice the 0.04 spacing between prims. 66Revisit CollisionMargin. Builders notice the 0.04 spacing between prims.
65Duplicating a physical prim causes old prim to jump away 67Duplicating a physical prim causes old prim to jump away
66 Dup a phys prim and the original become unselected and thus interacts w/ selected prim. 68 Dup a phys prim and the original become unselected and thus interacts w/ selected prim.
@@ -78,7 +80,7 @@ Small physical objects do not interact correctly
78 Create chain of .5x.5x.1 torui and make all but top physical so to hang. 80 Create chain of .5x.5x.1 torui and make all but top physical so to hang.
79 The chain will fall apart and pairs will dance around on ground 81 The chain will fall apart and pairs will dance around on ground
80 Chains of 1x1x.2 will stay connected but will dance. 82 Chains of 1x1x.2 will stay connected but will dance.
81 Chains above 2x2x.4 are move stable and get stablier as torui get larger. 83 Chains above 2x2x.4 are more stable and get stablier as torui get larger.
82Add PID motor for avatar movement (slow to stop, ...) 84Add PID motor for avatar movement (slow to stop, ...)
83setForce should set a constant force. Different than AddImpulse. 85setForce should set a constant force. Different than AddImpulse.
84Implement raycast. 86Implement raycast.
@@ -97,9 +99,16 @@ Selecting and deselecting physical objects causes CPU processing time to jump
97Re-implement buoyancy as a separate force on the object rather than diddling gravity. 99Re-implement buoyancy as a separate force on the object rather than diddling gravity.
98 Register a pre-step event to add the force. 100 Register a pre-step event to add the force.
99More efficient memory usage when passing hull information from BSPrim to BulletSim 101More efficient memory usage when passing hull information from BSPrim to BulletSim
102Avatar movement motor check for zero or small movement. Somehow suppress small movements
103 when avatar has stopped and is just standing. Simple test for near zero has
104 the problem of preventing starting up (increase from zero) especially when falling.
105Physical and phantom will drop through the terrain
106
100 107
101LINKSETS 108LINKSETS
102====================================================== 109======================================================
110Offset the center of the linkset to be the geometric center of all the prims
111 Not quite the same as the center-of-gravity
103Linksets should allow collisions to individual children 112Linksets should allow collisions to individual children
104 Add LocalID to children shapes in LinksetCompound and create events for individuals 113 Add LocalID to children shapes in LinksetCompound and create events for individuals
105LinksetCompound: when one of the children changes orientation (like tires 114LinksetCompound: when one of the children changes orientation (like tires
@@ -162,6 +171,9 @@ Avatar attachments have no mass? http://forums-archive.secondlife.com/54/f0/3179
162 171
163INTERNAL IMPROVEMENT/CLEANUP 172INTERNAL IMPROVEMENT/CLEANUP
164================================================= 173=================================================
174Create the physical wrapper classes (BulletBody, BulletShape) by methods on
175 BSAPITemplate and make their actual implementation Bullet engine specific.
176 For the short term, just call the existing functions in ShapeCollection.
165Consider moving prim/character body and shape destruction in destroy() 177Consider moving prim/character body and shape destruction in destroy()
166 to postTimeTime rather than protecting all the potential sets that 178 to postTimeTime rather than protecting all the potential sets that
167 might have been queued up. 179 might have been queued up.
@@ -195,6 +207,9 @@ Should taints check for existance or activeness of target?
195 keeps the object from being freed, but that is just an accident. 207 keeps the object from being freed, but that is just an accident.
196 Possibly have and 'active' flag that is checked by the taint processor? 208 Possibly have and 'active' flag that is checked by the taint processor?
197Parameters for physics logging should be moved from BSScene to BSParam (at least boolean ones) 209Parameters for physics logging should be moved from BSScene to BSParam (at least boolean ones)
210Can some of the physical wrapper classes (BulletBody, BulletWorld, BulletShape) be 'sealed'?
211There are TOO MANY interfaces from BulletSim core to Bullet itself
212 Think of something to eliminate one or more of the layers
198 213
199THREADING 214THREADING
200================================================= 215=================================================
@@ -253,3 +268,5 @@ llApplyImpulse()
253 (Resolution: tested on SL and OS. AddForce scales the force for timestep) 268 (Resolution: tested on SL and OS. AddForce scales the force for timestep)
254llSetBuoyancy() (DONE) 269llSetBuoyancy() (DONE)
255 (Resolution: Bullet resets object gravity when added to world. Moved set gravity) 270 (Resolution: Bullet resets object gravity when added to world. Moved set gravity)
271Avatar density is WAY off. Compare and calibrate with what's in SL. (DONE)
272 (Resolution: set default density to 3.5 (from 60) which is closer to SL)