diff options
Diffstat (limited to '')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | 33 |
1 files changed, 22 insertions, 11 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index ad4e42b..8a9aec9 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | |||
@@ -8,9 +8,10 @@ Enable vehicle border crossings (at least as poorly as ODE) | |||
8 | Vehicle recreated in new sim at small Z value (offset from root value?) (DONE) | 8 | Vehicle recreated in new sim at small Z value (offset from root value?) (DONE) |
9 | Calibrate turning radius (DONE) | 9 | Calibrate turning radius (DONE) |
10 | limitMotorUp calibration (more down?) | 10 | limitMotorUp calibration (more down?) |
11 | study PID motors (include 'efficiency' implementation | 11 | study PID motors (include 'efficiency' implementation (DONE) |
12 | Add to avatar movement | 12 | Add to avatar movement |
13 | 13 | ||
14 | |||
14 | CRASHES | 15 | CRASHES |
15 | ================================================= | 16 | ================================================= |
16 | 20121129.1411: editting/moving phys object across region boundries causes crash | 17 | 20121129.1411: editting/moving phys object across region boundries causes crash |
@@ -25,7 +26,6 @@ CRASHES | |||
25 | VEHICLES TODO LIST: | 26 | VEHICLES TODO LIST: |
26 | ================================================= | 27 | ================================================= |
27 | Border crossing with linked vehicle causes crash | 28 | Border crossing with linked vehicle causes crash |
28 | Neb vehicle taking > 25ms of physics time!! | ||
29 | Vehicles (Move smoothly) | 29 | Vehicles (Move smoothly) |
30 | Add vehicle collisions so IsColliding is properly reported. | 30 | Add vehicle collisions so IsColliding is properly reported. |
31 | Needed for banking, limitMotorUp, movementLimiting, ... | 31 | Needed for banking, limitMotorUp, movementLimiting, ... |
@@ -34,28 +34,25 @@ Cannot edit/move a vehicle being ridden: it jumps back to the origional position | |||
34 | Neb car jiggling left and right | 34 | Neb car jiggling left and right |
35 | Happens on terrain and any other mesh object. Flat cubes are much smoother. | 35 | Happens on terrain and any other mesh object. Flat cubes are much smoother. |
36 | This has been reduced but not eliminated. | 36 | This has been reduced but not eliminated. |
37 | Light cycle falling over when driving | ||
38 | Implement referenceFrame for all the motion routines. | 37 | Implement referenceFrame for all the motion routines. |
39 | Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE. | 38 | Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE. |
40 | Verify that angular motion specified around Z moves in the vehicle coordinates. | 39 | Verify that angular motion specified around Z moves in the vehicle coordinates. |
41 | Verify llGetVel() is returning a smooth and good value for vehicle movement. | 40 | Verify llGetVel() is returning a smooth and good value for vehicle movement. |
42 | llGetVel() should return the root's velocity if requested in a child prim. | 41 | llGetVel() should return the root's velocity if requested in a child prim. |
43 | Implement function efficiency for lineaar and angular motion. | 42 | Implement function efficiency for lineaar and angular motion. |
44 | Should vehicle angular/linear movement friction happen after all the components | ||
45 | or does it only apply to the basic movement? | ||
46 | After getting off a vehicle, the root prim is phantom (can be walked through) | 43 | After getting off a vehicle, the root prim is phantom (can be walked through) |
47 | Need to force a position update for the root prim after compound shape destruction | 44 | Need to force a position update for the root prim after compound shape destruction |
48 | Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint) | 45 | Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint) |
49 | For limitMotorUp, use raycast down to find if vehicle is in the air. | 46 | For limitMotorUp, use raycast down to find if vehicle is in the air. |
50 | Remove vehicle angular velocity zeroing in BSPrim.UpdateProperties(). | 47 | Remove vehicle angular velocity zeroing in BSPrim.UpdateProperties(). |
51 | A kludge that isn't fixing the real problem of Bullet adding extra motion. | 48 | A kludge that isn't fixing the real problem of Bullet adding extra motion. |
49 | Incorporate inter-relationship of angular corrections. For instance, angularDeflection | ||
50 | and angularMotorUp will compute same X or Y correction. When added together | ||
51 | creates over-correction and over-shoot and wabbling. | ||
52 | 52 | ||
53 | BULLETSIM TODO LIST: | 53 | BULLETSIM TODO LIST: |
54 | ================================================= | 54 | ================================================= |
55 | Revisit CollisionMargin. Builders notice the 0.04 spacing between prims. | 55 | Revisit CollisionMargin. Builders notice the 0.04 spacing between prims. |
56 | Avatar height off after unsitting (floats off ground) | ||
57 | Editting appearance then moving restores. | ||
58 | Must not be initializing height when recreating capsule after unsit. | ||
59 | Duplicating a physical prim causes old prim to jump away | 56 | Duplicating a physical prim causes old prim to jump away |
60 | Dup a phys prim and the original become unselected and thus interacts w/ selected prim. | 57 | Dup a phys prim and the original become unselected and thus interacts w/ selected prim. |
61 | Scenes with hundred of thousands of static objects take a lot of physics CPU time. | 58 | Scenes with hundred of thousands of static objects take a lot of physics CPU time. |
@@ -83,6 +80,8 @@ Add osGetPhysicsEngineName() so scripters can tell whether BulletSim or ODE | |||
83 | Linkset.Position and Linkset.Orientation requre rewrite to properly return | 80 | Linkset.Position and Linkset.Orientation requre rewrite to properly return |
84 | child position. LinksetConstraint acts like it's at taint time!! | 81 | child position. LinksetConstraint acts like it's at taint time!! |
85 | Implement LockAngularMotion -- implements llSetStatus(ROTATE_AXIS_*, T/F) | 82 | Implement LockAngularMotion -- implements llSetStatus(ROTATE_AXIS_*, T/F) |
83 | Should the different PID factors have non-equal contributions for different | ||
84 | values of Efficiency? | ||
86 | 85 | ||
87 | LINKSETS | 86 | LINKSETS |
88 | ====================================================== | 87 | ====================================================== |
@@ -100,17 +99,16 @@ Disable activity of passive linkset children. | |||
100 | Since the linkset is a compound object, the old prims are left lying | 99 | Since the linkset is a compound object, the old prims are left lying |
101 | around and need to be phantomized so they don't collide, ... | 100 | around and need to be phantomized so they don't collide, ... |
102 | Speed up creation of large physical linksets | 101 | Speed up creation of large physical linksets |
103 | For instance, sitting in Neb's car (130 prims) takes several seconds to become physical | 102 | For instance, sitting in Neb's car (130 prims) takes several seconds to become physical. |
103 | REALLY bad for very large physical linksets (freezes the sim for many seconds). | ||
104 | Eliminate collisions between objects in a linkset. (LinksetConstraint) | 104 | Eliminate collisions between objects in a linkset. (LinksetConstraint) |
105 | Have UserPointer point to struct with localID and linksetID? | 105 | Have UserPointer point to struct with localID and linksetID? |
106 | Objects in original linkset still collide with each other? | 106 | Objects in original linkset still collide with each other? |
107 | 107 | ||
108 | MORE | 108 | MORE |
109 | ====================================================== | 109 | ====================================================== |
110 | Find/remove avatar collision with ID=0. | ||
111 | Test avatar walking up stairs. How does compare with SL. | 110 | Test avatar walking up stairs. How does compare with SL. |
112 | Radius of the capsule affects ability to climb edges. | 111 | Radius of the capsule affects ability to climb edges. |
113 | Tune terrain/object friction to be closer to SL. | ||
114 | Debounce avatar contact so legs don't keep folding up when standing. | 112 | Debounce avatar contact so legs don't keep folding up when standing. |
115 | Implement LSL physics controls. Like STATUS_ROTATE_X. | 113 | Implement LSL physics controls. Like STATUS_ROTATE_X. |
116 | Add border extensions to terrain to help region crossings and objects leaving region. | 114 | Add border extensions to terrain to help region crossings and objects leaving region. |
@@ -203,3 +201,16 @@ Single prim vehicles don't seem to properly vehiclize. | |||
203 | Add material type linkage and input all the material property definitions. | 201 | Add material type linkage and input all the material property definitions. |
204 | Skeleton classes and table are in the sources but are not filled or used. | 202 | Skeleton classes and table are in the sources but are not filled or used. |
205 | (Resolution: | 203 | (Resolution: |
204 | Neb vehicle taking > 25ms of physics time!! | ||
205 | (Resolution: compound linksets were being rebuild WAY too often) | ||
206 | Avatar height off after unsitting (floats off ground) | ||
207 | Editting appearance then moving restores. | ||
208 | Must not be initializing height when recreating capsule after unsit. | ||
209 | (Resolution: confusion of scale vs size for native objects removed) | ||
210 | Light cycle falling over when driving (Resolution: implemented angularMotorUp) | ||
211 | Should vehicle angular/linear movement friction happen after all the components | ||
212 | or does it only apply to the basic movement? | ||
213 | (Resolution: friction added before returning newly computed motor value. | ||
214 | What is expected by some vehicles (turning up friction to moderate speed)) | ||
215 | Tune terrain/object friction to be closer to SL. | ||
216 | (Resolution: added material type with friction and resolution) | ||