diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | 34 |
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 @@ | |||
1 | CURRENT PRIORITIES | 1 | CURRENT PRIORITIES |
2 | ================================================= | 2 | ================================================= |
3 | Smooth avatar movement with motor (DONE) | 3 | Redo BulletSimAPI to allow native C# implementation of Bullet option. |
4 | Should motor update be all at taint-time? (Yes, DONE) | 4 | Avatar 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 |
6 | llApplyImpulse() | 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 |
8 | llSetBuoyancy() | 8 | llMoveToTarget |
9 | Boats float low in the water | ||
10 | Enable vehicle border crossings (at least as poorly as ODE) | 9 | Enable 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) |
14 | Add material densities to the material types. | ||
15 | Vehicle movement on terrain smoothness | 13 | Vehicle movement on terrain smoothness |
16 | Vehicle script tuning/debugging | 14 | Vehicle script tuning/debugging |
17 | Avanti speed script | 15 | Avanti speed script |
18 | Weapon shooter script | 16 | Weapon shooter script |
19 | limitMotorUp calibration (more down?) | 17 | limitMotorUp calibration (more down?) |
18 | Boats float low in the water | ||
19 | Add material densities to the material types. | ||
20 | 20 | ||
21 | CRASHES | 21 | CRASHES |
22 | ================================================= | 22 | ================================================= |
@@ -35,6 +35,8 @@ Border crossing with linked vehicle causes crash | |||
35 | Vehicles (Move smoothly) | 35 | Vehicles (Move smoothly) |
36 | Add vehicle collisions so IsColliding is properly reported. | 36 | Add vehicle collisions so IsColliding is properly reported. |
37 | Needed for banking, limitMotorUp, movementLimiting, ... | 37 | Needed for banking, limitMotorUp, movementLimiting, ... |
38 | VehicleAddForce is not scaled by the simulation step but it is only | ||
39 | applied for one step. Should it be scaled? | ||
38 | Some vehicles should not be able to turn if no speed or off ground. | 40 | Some vehicles should not be able to turn if no speed or off ground. |
39 | Cannot edit/move a vehicle being ridden: it jumps back to the origional position. | 41 | Cannot edit/move a vehicle being ridden: it jumps back to the origional position. |
40 | Neb car jiggling left and right | 42 | Neb car jiggling left and right |
@@ -58,7 +60,6 @@ Incorporate inter-relationship of angular corrections. For instance, angularDefl | |||
58 | 60 | ||
59 | BULLETSIM TODO LIST: | 61 | BULLETSIM TODO LIST: |
60 | ================================================= | 62 | ================================================= |
61 | In SL, perfect spheres don't seem to have rolling friction. Add special case. | ||
62 | Avatar density is WAY off. Compare and calibrate with what's in SL. | 63 | Avatar density is WAY off. Compare and calibrate with what's in SL. |
63 | Revisit CollisionMargin. Builders notice the 0.04 spacing between prims. | 64 | Revisit CollisionMargin. Builders notice the 0.04 spacing between prims. |
64 | Duplicating a physical prim causes old prim to jump away | 65 | Duplicating a physical prim causes old prim to jump away |
@@ -93,6 +94,9 @@ Should the different PID factors have non-equal contributions for different | |||
93 | Selecting and deselecting physical objects causes CPU processing time to jump | 94 | Selecting 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. |
97 | Re-implement buoyancy as a separate force on the object rather than diddling gravity. | ||
98 | Register a pre-step event to add the force. | ||
99 | More efficient memory usage when passing hull information from BSPrim to BulletSim | ||
96 | 100 | ||
97 | LINKSETS | 101 | LINKSETS |
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 | ||
148 | Physics Arena central pyramid: why is one side permiable? | 152 | Physics Arena central pyramid: why is one side permiable? |
153 | |||
154 | In SL, perfect spheres don't seem to have rolling friction. Add special case. | ||
149 | Enforce physical parameter min/max: | 155 | Enforce 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? |
197 | Parameters for physics logging should be moved from BSScene to BSParam (at least boolean ones) | ||
191 | 198 | ||
192 | THREADING | 199 | THREADING |
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)) |
238 | Tune terrain/object friction to be closer to SL. | 245 | Tune 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) |
247 | Smooth 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) | ||
251 | llApplyImpulse() | ||
252 | Compare mass/movement in OS and SL. Calibrate actions. (DONE) | ||
253 | (Resolution: tested on SL and OS. AddForce scales the force for timestep) | ||
254 | llSetBuoyancy() (DONE) | ||
255 | (Resolution: Bullet resets object gravity when added to world. Moved set gravity) | ||