diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | 35 |
1 files changed, 16 insertions, 19 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index a95e169..a3b3556 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | |||
@@ -6,6 +6,7 @@ One sided meshes? Should terrain be built into a closed shape? | |||
6 | Ref: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4869 | 6 | Ref: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4869 |
7 | Deleting a linkset while standing on the root will leave the physical shape of the root behind. | 7 | Deleting a linkset while standing on the root will leave the physical shape of the root behind. |
8 | Not sure if it is because standing on it. Done with large prim linksets. | 8 | Not sure if it is because standing on it. Done with large prim linksets. |
9 | Terrain detail: double terrain mesh detail | ||
9 | Vehicle angular vertical attraction | 10 | Vehicle angular vertical attraction |
10 | vehicle angular banking | 11 | vehicle angular banking |
11 | Center-of-gravity | 12 | Center-of-gravity |
@@ -34,34 +35,20 @@ Vehicle script tuning/debugging | |||
34 | Weapon shooter script | 35 | Weapon shooter script |
35 | Add material densities to the material types | 36 | Add material densities to the material types |
36 | 37 | ||
37 | CRASHES | ||
38 | ================================================= | ||
39 | Crazyness during 20130115 office hours was PositionAdjustUnderground for both char and prim | ||
40 | m1:logs/20130115.0934/physics-BulletSim-20130115083613.log | ||
41 | Creation of Neb's terrain made the terrain "disappear". Everything started to fall | ||
42 | and then get restored to be above terrain. | ||
43 | 20121129.1411: editting/moving phys object across region boundries causes crash | ||
44 | getPos-> btRigidBody::upcast -> getBodyType -> BOOM | ||
45 | 20121128.1600: mesh object not rezzing (no physics mesh). | ||
46 | Causes many errors. Doesn't stop after first error with box shape. | ||
47 | Eventually crashes when deleting the object. | ||
48 | 20121206.1434: rez Sam-pan into OSGrid BulletSim11 region | ||
49 | Immediate simulator crash. Mono does not output any stacktrace and | ||
50 | log just stops after reporting taint-time linking of the linkset. | ||
51 | |||
52 | VEHICLES TODO LIST: | 38 | VEHICLES TODO LIST: |
53 | ================================================= | 39 | ================================================= |
54 | Border crossing with linked vehicle causes crash | 40 | Border crossing with linked vehicle causes crash |
41 | 20121129.1411: editting/moving phys object across region boundries causes crash | ||
42 | getPos-> btRigidBody::upcast -> getBodyType -> BOOM | ||
55 | Vehicles (Move smoothly) | 43 | Vehicles (Move smoothly) |
56 | Some vehicles should not be able to turn if no speed or off ground. | 44 | Some vehicles should not be able to turn if no speed or off ground. |
45 | What to do if vehicle and prim buoyancy differ? | ||
57 | Cannot edit/move a vehicle being ridden: it jumps back to the origional position. | 46 | Cannot edit/move a vehicle being ridden: it jumps back to the origional position. |
58 | Neb car jiggling left and right | 47 | Neb car jiggling left and right |
59 | Happens on terrain and any other mesh object. Flat cubes are much smoother. | 48 | Happens on terrain and any other mesh object. Flat cubes are much smoother. |
60 | This has been reduced but not eliminated. | 49 | This has been reduced but not eliminated. |
61 | Implement referenceFrame for all the motion routines. | 50 | Implement referenceFrame for all the motion routines. |
62 | For limitMotorUp, use raycast down to find if vehicle is in the air. | 51 | For limitMotorUp, use raycast down to find if vehicle is in the air. |
63 | Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE. | ||
64 | Verify that angular motion specified around Z moves in the vehicle coordinates. | ||
65 | Verify llGetVel() is returning a smooth and good value for vehicle movement. | 52 | Verify llGetVel() is returning a smooth and good value for vehicle movement. |
66 | llGetVel() should return the root's velocity if requested in a child prim. | 53 | llGetVel() should return the root's velocity if requested in a child prim. |
67 | Implement function efficiency for lineaar and angular motion. | 54 | Implement function efficiency for lineaar and angular motion. |
@@ -73,10 +60,15 @@ Remove vehicle angular velocity zeroing in BSPrim.UpdateProperties(). | |||
73 | Incorporate inter-relationship of angular corrections. For instance, angularDeflection | 60 | Incorporate inter-relationship of angular corrections. For instance, angularDeflection |
74 | and angularMotorUp will compute same X or Y correction. When added together | 61 | and angularMotorUp will compute same X or Y correction. When added together |
75 | creates over-correction and over-shoot and wabbling. | 62 | creates over-correction and over-shoot and wabbling. |
63 | Vehicle attributes are not restored when a vehicle is rezzed on region creation | ||
64 | Create vehicle, setup vehicle properties, restart region, vehicle is not reinitialized. | ||
76 | 65 | ||
77 | GENERAL TODO LIST: | 66 | GENERAL TODO LIST: |
78 | ================================================= | 67 | ================================================= |
79 | Avatar standing on a moving object should start to move with the object. | 68 | Collisions are inconsistant: arrows are supposed to hit and report collision. Often don't. |
69 | If arrow show at prim, collision reported about 1/3 of time. If collision reported, | ||
70 | both arrow and prim report it. The arrow bounces off the prim 9 out of 10 times. | ||
71 | Shooting 5m sphere "arrows" at 60m/s. | ||
80 | llMoveToTarget objects are not effected by gravity until target is removed. | 72 | llMoveToTarget objects are not effected by gravity until target is removed. |
81 | Compute CCD parameters based on body size | 73 | Compute CCD parameters based on body size |
82 | Can solver iterations be changed per body/shape? Can be for constraints but what | 74 | Can solver iterations be changed per body/shape? Can be for constraints but what |
@@ -135,6 +127,7 @@ Physical and phantom will drop through the terrain | |||
135 | 127 | ||
136 | LINKSETS | 128 | LINKSETS |
137 | ====================================================== | 129 | ====================================================== |
130 | Child prims do not report collisions | ||
138 | Editing a child of a linkset causes the child to go phantom | 131 | Editing a child of a linkset causes the child to go phantom |
139 | Move a child prim once when it is physical and can never move it again without it going phantom | 132 | Move a child prim once when it is physical and can never move it again without it going phantom |
140 | Offset the center of the linkset to be the geometric center of all the prims | 133 | Offset the center of the linkset to be the geometric center of all the prims |
@@ -330,4 +323,8 @@ Boats float low in the water (DONE) | |||
330 | Boats floating at proper level (DONE) | 323 | Boats floating at proper level (DONE) |
331 | When is force introduced by SetForce removed? The prestep action could go forever. (DONE) | 324 | When is force introduced by SetForce removed? The prestep action could go forever. (DONE) |
332 | (Resolution: setForce registers a prestep action which keeps applying the force) | 325 | (Resolution: setForce registers a prestep action which keeps applying the force) |
333 | Child movement in linkset (don't rebuild linkset) (DONE 20130122)) \ No newline at end of file | 326 | Child movement in linkset (don't rebuild linkset) (DONE 20130122)) |
327 | Avatar standing on a moving object should start to move with the object. (DONE 20130125) | ||
328 | Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE. | ||
329 | Verify that angular motion specified around Z moves in the vehicle coordinates. | ||
330 | DONE 20130120: BulletSim properly applies force in vehicle relative coordinates. \ No newline at end of file | ||