diff options
Diffstat (limited to '')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | 21 |
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 | ||
32 | VEHICLES TODO LIST: | 32 | VEHICLES TODO LIST: |
33 | ================================================= | 33 | ================================================= |
34 | Angular motor direction is global coordinates rather than local coordinates | ||
34 | Border crossing with linked vehicle causes crash | 35 | Border crossing with linked vehicle causes crash |
35 | Vehicles (Move smoothly) | 36 | Vehicles (Move smoothly) |
36 | Add vehicle collisions so IsColliding is properly reported. | 37 | Add vehicle collisions so IsColliding is properly reported. |
@@ -60,7 +61,8 @@ Incorporate inter-relationship of angular corrections. For instance, angularDefl | |||
60 | 61 | ||
61 | BULLETSIM TODO LIST: | 62 | BULLETSIM TODO LIST: |
62 | ================================================= | 63 | ================================================= |
63 | Avatar density is WAY off. Compare and calibrate with what's in SL. | 64 | Implement an avatar mesh shape. The Bullet capsule is way too limited. |
65 | Consider just hand creating a vertex/index array in a new BSShapeAvatar. | ||
64 | Revisit CollisionMargin. Builders notice the 0.04 spacing between prims. | 66 | Revisit CollisionMargin. Builders notice the 0.04 spacing between prims. |
65 | Duplicating a physical prim causes old prim to jump away | 67 | Duplicating 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. |
82 | Add PID motor for avatar movement (slow to stop, ...) | 84 | Add PID motor for avatar movement (slow to stop, ...) |
83 | setForce should set a constant force. Different than AddImpulse. | 85 | setForce should set a constant force. Different than AddImpulse. |
84 | Implement raycast. | 86 | Implement raycast. |
@@ -97,9 +99,16 @@ Selecting and deselecting physical objects causes CPU processing time to jump | |||
97 | Re-implement buoyancy as a separate force on the object rather than diddling gravity. | 99 | Re-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. |
99 | More efficient memory usage when passing hull information from BSPrim to BulletSim | 101 | More efficient memory usage when passing hull information from BSPrim to BulletSim |
102 | Avatar 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. | ||
105 | Physical and phantom will drop through the terrain | ||
106 | |||
100 | 107 | ||
101 | LINKSETS | 108 | LINKSETS |
102 | ====================================================== | 109 | ====================================================== |
110 | Offset the center of the linkset to be the geometric center of all the prims | ||
111 | Not quite the same as the center-of-gravity | ||
103 | Linksets should allow collisions to individual children | 112 | Linksets 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 |
105 | LinksetCompound: when one of the children changes orientation (like tires | 114 | LinksetCompound: 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 | ||
163 | INTERNAL IMPROVEMENT/CLEANUP | 172 | INTERNAL IMPROVEMENT/CLEANUP |
164 | ================================================= | 173 | ================================================= |
174 | Create 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. | ||
165 | Consider moving prim/character body and shape destruction in destroy() | 177 | Consider 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? |
197 | Parameters for physics logging should be moved from BSScene to BSParam (at least boolean ones) | 209 | Parameters for physics logging should be moved from BSScene to BSParam (at least boolean ones) |
210 | Can some of the physical wrapper classes (BulletBody, BulletWorld, BulletShape) be 'sealed'? | ||
211 | There are TOO MANY interfaces from BulletSim core to Bullet itself | ||
212 | Think of something to eliminate one or more of the layers | ||
198 | 213 | ||
199 | THREADING | 214 | THREADING |
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) |
254 | llSetBuoyancy() (DONE) | 269 | llSetBuoyancy() (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) |
271 | Avatar 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) | ||