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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt34
1 files changed, 25 insertions, 9 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
index 35cb8f3..f805836 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
@@ -1,22 +1,22 @@
1CURRENT PRIORITIES 1CURRENT PRIORITIES
2================================================= 2=================================================
3Smooth avatar movement with motor (DONE) 3Redo BulletSimAPI to allow native C# implementation of Bullet option.
4 Should motor update be all at taint-time? (Yes, DONE) 4Avatar movement
5 Fix avatar slowly sliding when standing (zero motion when stopped) 5 flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle
6llApplyImpulse() 6 walking up stairs is not calibrated correctly (stairs out of Kepler cabin)
7 Compare mass/movement in OS and SL. Calibrate actions. 7 avatar capsule rotation completed
8llSetBuoyancy() 8llMoveToTarget
9Boats float low in the water
10Enable vehicle border crossings (at least as poorly as ODE) 9Enable vehicle border crossings (at least as poorly as ODE)
11 Terrain skirts 10 Terrain skirts
12 Avatar created in previous region and not new region when crossing border 11 Avatar created in previous region and not new region when crossing border
13 Vehicle recreated in new sim at small Z value (offset from root value?) (DONE) 12 Vehicle recreated in new sim at small Z value (offset from root value?) (DONE)
14Add material densities to the material types.
15Vehicle movement on terrain smoothness 13Vehicle movement on terrain smoothness
16Vehicle script tuning/debugging 14Vehicle script tuning/debugging
17 Avanti speed script 15 Avanti speed script
18 Weapon shooter script 16 Weapon shooter script
19limitMotorUp calibration (more down?) 17limitMotorUp calibration (more down?)
18Boats float low in the water
19Add material densities to the material types.
20 20
21CRASHES 21CRASHES
22================================================= 22=================================================
@@ -35,6 +35,8 @@ Border crossing with linked vehicle causes crash
35Vehicles (Move smoothly) 35Vehicles (Move smoothly)
36Add vehicle collisions so IsColliding is properly reported. 36Add vehicle collisions so IsColliding is properly reported.
37 Needed for banking, limitMotorUp, movementLimiting, ... 37 Needed for banking, limitMotorUp, movementLimiting, ...
38VehicleAddForce is not scaled by the simulation step but it is only
39 applied for one step. Should it be scaled?
38Some vehicles should not be able to turn if no speed or off ground. 40Some vehicles should not be able to turn if no speed or off ground.
39Cannot edit/move a vehicle being ridden: it jumps back to the origional position. 41Cannot edit/move a vehicle being ridden: it jumps back to the origional position.
40Neb car jiggling left and right 42Neb car jiggling left and right
@@ -58,7 +60,6 @@ Incorporate inter-relationship of angular corrections. For instance, angularDefl
58 60
59BULLETSIM TODO LIST: 61BULLETSIM TODO LIST:
60================================================= 62=================================================
61In SL, perfect spheres don't seem to have rolling friction. Add special case.
62Avatar density is WAY off. Compare and calibrate with what's in SL. 63Avatar density is WAY off. Compare and calibrate with what's in SL.
63Revisit CollisionMargin. Builders notice the 0.04 spacing between prims. 64Revisit CollisionMargin. Builders notice the 0.04 spacing between prims.
64Duplicating a physical prim causes old prim to jump away 65Duplicating a physical prim causes old prim to jump away
@@ -93,6 +94,9 @@ Should the different PID factors have non-equal contributions for different
93Selecting and deselecting physical objects causes CPU processing time to jump 94Selecting and deselecting physical objects causes CPU processing time to jump
94 http://www.youtube.com/watch?v=Hjg57fWg8yI&hd=1 95 http://www.youtube.com/watch?v=Hjg57fWg8yI&hd=1
95 put thousand physical objects, select and deselect same. CPU time will be large. 96 put thousand physical objects, select and deselect same. CPU time will be large.
97Re-implement buoyancy as a separate force on the object rather than diddling gravity.
98 Register a pre-step event to add the force.
99More efficient memory usage when passing hull information from BSPrim to BulletSim
96 100
97LINKSETS 101LINKSETS
98====================================================== 102======================================================
@@ -146,6 +150,8 @@ Is there are more efficient method of implementing pre and post step actions?
146 See http://www.codeproject.com/Articles/29922/Weak-Events-in-C 150 See http://www.codeproject.com/Articles/29922/Weak-Events-in-C
147 151
148Physics Arena central pyramid: why is one side permiable? 152Physics Arena central pyramid: why is one side permiable?
153
154In SL, perfect spheres don't seem to have rolling friction. Add special case.
149Enforce physical parameter min/max: 155Enforce physical parameter min/max:
150 Gravity: [-1, 28] 156 Gravity: [-1, 28]
151 Friction: [0, 255] 157 Friction: [0, 255]
@@ -188,6 +194,7 @@ Should taints check for existance or activeness of target?
188 actually gone when the taint happens. Crashes don't happen because the taint closure 194 actually gone when the taint happens. Crashes don't happen because the taint closure
189 keeps the object from being freed, but that is just an accident. 195 keeps the object from being freed, but that is just an accident.
190 Possibly have and 'active' flag that is checked by the taint processor? 196 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)
191 198
192THREADING 199THREADING
193================================================= 200=================================================
@@ -237,3 +244,12 @@ Should vehicle angular/linear movement friction happen after all the components
237 What is expected by some vehicles (turning up friction to moderate speed)) 244 What is expected by some vehicles (turning up friction to moderate speed))
238Tune terrain/object friction to be closer to SL. 245Tune terrain/object friction to be closer to SL.
239 (Resolution: added material type with friction and resolution) 246 (Resolution: added material type with friction and resolution)
247Smooth avatar movement with motor (DONE)
248 Should motor update be all at taint-time? (Yes, DONE)
249 Fix avatar slowly sliding when standing (zero motion when stopped) (DONE)
250 (Resolution: added BSVMotor for avatar starting and stopping)
251llApplyImpulse()
252 Compare mass/movement in OS and SL. Calibrate actions. (DONE)
253 (Resolution: tested on SL and OS. AddForce scales the force for timestep)
254llSetBuoyancy() (DONE)
255 (Resolution: Bullet resets object gravity when added to world. Moved set gravity)