aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
diff options
context:
space:
mode:
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt35
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
7Deleting a linkset while standing on the root will leave the physical shape of the root behind. 7Deleting 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.
9Terrain detail: double terrain mesh detail
9Vehicle angular vertical attraction 10Vehicle angular vertical attraction
10vehicle angular banking 11vehicle angular banking
11Center-of-gravity 12Center-of-gravity
@@ -34,34 +35,20 @@ Vehicle script tuning/debugging
34 Weapon shooter script 35 Weapon shooter script
35Add material densities to the material types 36Add material densities to the material types
36 37
37CRASHES
38=================================================
39Crazyness 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.
4320121129.1411: editting/moving phys object across region boundries causes crash
44 getPos-> btRigidBody::upcast -> getBodyType -> BOOM
4520121128.1600: 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.
4820121206.1434: 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
52VEHICLES TODO LIST: 38VEHICLES TODO LIST:
53================================================= 39=================================================
54Border crossing with linked vehicle causes crash 40Border crossing with linked vehicle causes crash
41 20121129.1411: editting/moving phys object across region boundries causes crash
42 getPos-> btRigidBody::upcast -> getBodyType -> BOOM
55Vehicles (Move smoothly) 43Vehicles (Move smoothly)
56Some vehicles should not be able to turn if no speed or off ground. 44Some vehicles should not be able to turn if no speed or off ground.
45What to do if vehicle and prim buoyancy differ?
57Cannot edit/move a vehicle being ridden: it jumps back to the origional position. 46Cannot edit/move a vehicle being ridden: it jumps back to the origional position.
58Neb car jiggling left and right 47Neb 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.
61Implement referenceFrame for all the motion routines. 50Implement referenceFrame for all the motion routines.
62For limitMotorUp, use raycast down to find if vehicle is in the air. 51For limitMotorUp, use raycast down to find if vehicle is in the air.
63Angular 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.
65Verify llGetVel() is returning a smooth and good value for vehicle movement. 52Verify llGetVel() is returning a smooth and good value for vehicle movement.
66llGetVel() should return the root's velocity if requested in a child prim. 53llGetVel() should return the root's velocity if requested in a child prim.
67Implement function efficiency for lineaar and angular motion. 54Implement function efficiency for lineaar and angular motion.
@@ -73,10 +60,15 @@ Remove vehicle angular velocity zeroing in BSPrim.UpdateProperties().
73Incorporate inter-relationship of angular corrections. For instance, angularDeflection 60Incorporate 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.
63Vehicle 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
77GENERAL TODO LIST: 66GENERAL TODO LIST:
78================================================= 67=================================================
79Avatar standing on a moving object should start to move with the object. 68Collisions 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.
80llMoveToTarget objects are not effected by gravity until target is removed. 72llMoveToTarget objects are not effected by gravity until target is removed.
81Compute CCD parameters based on body size 73Compute CCD parameters based on body size
82Can solver iterations be changed per body/shape? Can be for constraints but what 74Can 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
136LINKSETS 128LINKSETS
137====================================================== 129======================================================
130Child prims do not report collisions
138Editing a child of a linkset causes the child to go phantom 131Editing 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
140Offset the center of the linkset to be the geometric center of all the prims 133Offset 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)
330Boats floating at proper level (DONE) 323Boats floating at proper level (DONE)
331When is force introduced by SetForce removed? The prestep action could go forever. (DONE) 324When 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)
333Child movement in linkset (don't rebuild linkset) (DONE 20130122)) \ No newline at end of file 326Child movement in linkset (don't rebuild linkset) (DONE 20130122))
327Avatar standing on a moving object should start to move with the object. (DONE 20130125)
328Angular 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