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1CURRENT PRIORITIES
2=================================================
3Child movement in linkset (don't rebuild linkset)
4Vehicle angular vertical attraction
5vehicle angular banking
6Center-of-gravity
7Vehicle angular deflection
8 Preferred orientation angular correction fix
9when should angular and linear motor targets be zeroed? when selected?
10 Need a vehicle.clear()? Or an 'else' in prestep if not physical.
11Teravus llMoveToTarget script debug
12 Mixing of hover, buoyancy/gravity, moveToTarget, into one force
13Nebadon vehicles turning funny in arena
14limitMotorUp calibration (more down?)
15llRotLookAt
16llLookAt
17Avatars walking up stairs (HALF DONE)
18Avatar movement
19 flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE)
20 walking up stairs is not calibrated correctly (stairs out of Kepler cabin)
21 avatar capsule rotation completed (NOT DONE - Bullet's capsule shape is not the solution)
22Enable vehicle border crossings (at least as poorly as ODE)
23 Terrain skirts
24 Avatar created in previous region and not new region when crossing border
25 Vehicle recreated in new sim at small Z value (offset from root value?) (DONE)
26Vehicle script tuning/debugging
27 Avanti speed script
28 Weapon shooter script
29Add material densities to the material types
30
31CRASHES
32=================================================
33Crazyness during 20130115 office hours was PositionAdjustUnderground for both char and prim
34 m1:logs/20130115.0934/physics-BulletSim-20130115083613.log
35 Creation of Neb's terrain made the terrain "disappear". Everything started to fall
36 and then get restored to be above terrain.
3720121129.1411: editting/moving phys object across region boundries causes crash
38 getPos-> btRigidBody::upcast -> getBodyType -> BOOM
3920121128.1600: mesh object not rezzing (no physics mesh).
40 Causes many errors. Doesn't stop after first error with box shape.
41 Eventually crashes when deleting the object.
4220121206.1434: rez Sam-pan into OSGrid BulletSim11 region
43 Immediate simulator crash. Mono does not output any stacktrace and
44 log just stops after reporting taint-time linking of the linkset.
45
46VEHICLES TODO LIST:
47=================================================
48Border crossing with linked vehicle causes crash
49Vehicles (Move smoothly)
50Some vehicles should not be able to turn if no speed or off ground.
51Cannot edit/move a vehicle being ridden: it jumps back to the origional position.
52Neb car jiggling left and right
53 Happens on terrain and any other mesh object. Flat cubes are much smoother.
54 This has been reduced but not eliminated.
55Implement referenceFrame for all the motion routines.
56For limitMotorUp, use raycast down to find if vehicle is in the air.
57Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE.
58 Verify that angular motion specified around Z moves in the vehicle coordinates.
59Verify llGetVel() is returning a smooth and good value for vehicle movement.
60llGetVel() should return the root's velocity if requested in a child prim.
61Implement function efficiency for lineaar and angular motion.
62After getting off a vehicle, the root prim is phantom (can be walked through)
63 Need to force a position update for the root prim after compound shape destruction
64Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint)
65Remove vehicle angular velocity zeroing in BSPrim.UpdateProperties().
66 A kludge that isn't fixing the real problem of Bullet adding extra motion.
67Incorporate inter-relationship of angular corrections. For instance, angularDeflection
68 and angularMotorUp will compute same X or Y correction. When added together
69 creates over-correction and over-shoot and wabbling.
70
71GENERAL TODO LIST:
72=================================================
73llMoveToTarget objects are not effected by gravity until target is removed.
74Implement llSetPhysicalMaterial.
75 extend it with Center-of-mass, rolling friction, density
76Implement llSetForceAndTorque.
77Change BSPrim.moveToTarget to used forces rather than changing position
78 Changing position allows one to move through walls
79Implement an avatar mesh shape. The Bullet capsule is way too limited.
80 Consider just hand creating a vertex/index array in a new BSShapeAvatar.
81Verify/fix phantom, volume-detect objects do not fall to infinity. Should stop at terrain.
82Revisit CollisionMargin. Builders notice the 0.04 spacing between prims.
83Duplicating a physical prim causes old prim to jump away
84 Dup a phys prim and the original become unselected and thus interacts w/ selected prim.
85Scenes with hundred of thousands of static objects take a lot of physics CPU time.
86BSPrim.Force should set a continious force on the prim. The force should be
87 applied each tick. Some limits?
88Gun sending shooter flying.
89Collision margin (gap between physical objects lying on each other)
90Boundry checking (crashes related to crossing boundry)
91 Add check for border edge position for avatars and objects.
92 Verify the events are created for border crossings.
93Avatar rotation (check out changes to ScenePresence for physical rotation)
94Avatar running (what does phys engine need to do?)
95Small physical objects do not interact correctly
96 Create chain of .5x.5x.1 torui and make all but top physical so to hang.
97 The chain will fall apart and pairs will dance around on ground
98 Chains of 1x1x.2 will stay connected but will dance.
99 Chains above 2x2x.4 are more stable and get stablier as torui get larger.
100Add PID motor for avatar movement (slow to stop, ...)
101setForce should set a constant force. Different than AddImpulse.
102Implement raycast.
103Implement ShapeCollection.Dispose()
104Implement water as a plain so raycasting and collisions can happen with same.
105Add collision penetration return
106 Add field passed back by BulletSim.dll and fill with info in ManifoldConstact.GetDistance()
107Add osGetPhysicsEngineName() so scripters can tell whether BulletSim or ODE
108 Also osGetPhysicsEngineVerion() maybe.
109Linkset.Position and Linkset.Orientation requre rewrite to properly return
110 child position. LinksetConstraint acts like it's at taint time!!
111Implement LockAngularMotion -- implements llSetStatus(ROTATE_AXIS_*, T/F)
112Should the different PID factors have non-equal contributions for different
113 values of Efficiency?
114Selecting and deselecting physical objects causes CPU processing time to jump
115 http://www.youtube.com/watch?v=Hjg57fWg8yI&hd=1
116 put thousand physical objects, select and deselect same. CPU time will be large.
117Re-implement buoyancy as a separate force on the object rather than diddling gravity.
118 Register a pre-step event to add the force.
119More efficient memory usage when passing hull information from BSPrim to BulletSim
120Avatar movement motor check for zero or small movement. Somehow suppress small movements
121 when avatar has stopped and is just standing. Simple test for near zero has
122 the problem of preventing starting up (increase from zero) especially when falling.
123Physical and phantom will drop through the terrain
124
125
126LINKSETS
127======================================================
128Editing a child of a linkset causes the child to go phantom
129 Move a child prim once when it is physical and can never move it again without it going phantom
130Offset the center of the linkset to be the geometric center of all the prims
131 Not quite the same as the center-of-gravity
132Linksets should allow collisions to individual children
133 Add LocalID to children shapes in LinksetCompound and create events for individuals
134LinksetCompound: when one of the children changes orientation (like tires
135 turning on a vehicle, the whole compound object is rebuilt. Optimize this
136 so orientation/position of individual children can change without a rebuild.
137Verify/think through scripts in children of linksets. What do they reference
138 and return when getting position, velocity, ...
139Confirm constraint linksets still work after making all the changes for compound linksets.
140Use PostTaint callback to do rebuilds for constraint linksets to reduce rebuilding
141Add 'changed' flag or similar to reduce the number of times a linkset is rebuilt.
142 For compound linksets, add ability to remove or reposition individual child shapes.
143Speed up creation of large physical linksets
144 For instance, sitting in Neb's car (130 prims) takes several seconds to become physical.
145 REALLY bad for very large physical linksets (freezes the sim for many seconds).
146Eliminate collisions between objects in a linkset. (LinksetConstraint)
147 Have UserPointer point to struct with localID and linksetID?
148 Objects in original linkset still collide with each other?
149
150MORE
151======================================================
152Create tests for different interface components
153 Have test objects/scripts measure themselves and turn color if correct/bad
154 Test functions in SL and calibrate correctness there
155 Create auto rezzer and tracker to run through the tests
156Use the HACD convex hull routine in Bullet rather than the C# version.
157Do we need to do convex hulls all the time? Can complex meshes be left meshes?
158 There is some problem with meshes and collisions
159 Hulls are not as detailed as meshes. Hulled vehicles insides are different shape.
160Debounce avatar contact so legs don't keep folding up when standing.
161Implement LSL physics controls. Like STATUS_ROTATE_X.
162Add border extensions to terrain to help region crossings and objects leaving region.
163Use a different capsule shape for avatar when sitting
164 LL uses a pyrimidal shape scaled by the avatar's bounding box
165 http://wiki.secondlife.com/wiki/File:Avmeshforms.png
166Performance test with lots of avatars. Can BulletSim support a thousand?
167Optimize collisions in C++: only send up to the object subscribed to collisions.
168 Use collision subscription and remove the collsion(A,B) and collision(B,A)
169Check whether SimMotionState needs large if statement (see TODO).
170Implement 'top colliders' info.
171Avatar jump
172Performance measurement and changes to make quicker.
173Implement detailed physics stats (GetStats()).
174Measure performance improvement from hulls
175Test not using ghost objects for volume detect implementation.
176Performance of closures and delegates for taint processing
177 Are there faster ways?
178 Is any slowdown introduced by the existing implementation significant?
179Is there are more efficient method of implementing pre and post step actions?
180 See http://www.codeproject.com/Articles/29922/Weak-Events-in-C
181Physics Arena central pyramid: why is one side permiable?
182In SL, perfect spheres don't seem to have rolling friction. Add special case.
183Enforce physical parameter min/max:
184 Gravity: [-1, 28]
185 Friction: [0, 255]
186 Density: [1, 22587]
187 Restitution [0, 1]
188 http://wiki.secondlife.com/wiki/Physics_Material_Settings_test
189Avatar attachments have no mass? http://forums-archive.secondlife.com/54/f0/31796/1.html
190Keep avatar scaling correct. http://pennycow.blogspot.fr/2011/07/matter-of-scale.html
191
192INTERNAL IMPROVEMENT/CLEANUP
193=================================================
194Can the 'inTaintTime' flag be cleaned up and used? For instance, a call to
195 BSScene.TaintedObject() could immediately execute the callback if already in taint time.
196Create the physical wrapper classes (BulletBody, BulletShape) by methods on
197 BSAPITemplate and make their actual implementation Bullet engine specific.
198 For the short term, just call the existing functions in ShapeCollection.
199Consider moving prim/character body and shape destruction in destroy()
200 to postTimeTime rather than protecting all the potential sets that
201 might have been queued up.
202Remove unused fields from ShapeData (not used in API2)
203Remove unused fields from pinned memory shared parameter block
204 Create parameter variables in BSScene to replace same.
205Breakout code for mesh/hull/compound/native into separate BSShape* classes
206 Standardize access to building and reference code.
207 The skeleton classes are in the sources but are not complete or linked in.
208Make BSBody and BSShape real classes to centralize creation/changin/destruction
209 Convert state and parameter calls from BulletSimAPI direct calls to
210 calls on BSBody and BSShape
211Generalize Dynamics and PID with standardized motors.
212Generalize Linkset and vehicles into PropertyManagers
213 Methods for Refresh, RemoveBodyDependencies, RestoreBodyDependencies
214 Potentially add events for shape destruction, etc.
215Better mechanism for resetting linkset set and vehicle parameters when body rebuilt.
216 BSPrim.CreateGeomAndObject is kludgy with the callbacks, etc.
217Implement linkset by setting position of children when root updated. (LinksetManual)
218 Linkset implementation using manual prim movement.
219LinkablePrim class? Would that simplify/centralize the linkset logic?
220BSScene.UpdateParameterSet() is broken. How to set params on objects?
221Add floating motor for BS_FLOATS_ON_WATER so prim and avatar will
222 bob at the water level. BSPrim.PositionSanityCheck()
223Should taints check for existance or activeness of target?
224 When destroying linksets/etc, taints can be generated for objects that are
225 actually gone when the taint happens. Crashes don't happen because the taint closure
226 keeps the object from being freed, but that is just an accident.
227 Possibly have an 'active' flag that is checked by the taint processor?
228Parameters for physics logging should be moved from BSScene to BSParam (at least boolean ones)
229Can some of the physical wrapper classes (BulletBody, BulletWorld, BulletShape) be 'sealed'?
230There are TOO MANY interfaces from BulletSim core to Bullet itself
231 Think of something to eliminate one or more of the layers
232
233THREADING
234=================================================
235Do taint action immediately if not actually executing Bullet.
236 Add lock around Bullet execution and just do taint actions if simulation is not happening.
237
238DONE DONE DONE DONE
239=================================================
240Cleanup code in BSDynamics by using motors. (Resolution: started)
241Consider implementing terrain with a mesh rather than heightmap. (Resolution: done)
242 Would have better and adjustable resolution.
243Build terrain mesh so heighmap is height of the center of the square meter.
244 Resolution: NOT DONE: SL and ODE define meter square as being at one corner with one diagional.
245Terrain as mesh. (Resolution: done)
246How are static linksets seen by the physics engine?
247 Resolution: they are not linked in physics. When moved, all the children are repositioned.
248Convert BSCharacter to use all API2 (Resolution: done)
249Avatar pushing difficult (too heavy?)
250Use asset service passed to BulletSim to get sculptie bodies, etc. (Resolution: done)
251Remove old code in DLL (all non-API2 stuff). (Resolution: done)
252Measurements of mega-physical prim performance (with graph) (Resolution: done, email)
253Debug Bullet internal stats output (why is timing all wrong?)
254 Resolution: Bullet stats logging only works with a single instance of Bullet (one region).
255Implement meshes or just verify that they work. (Resolution: they do!)
256Do prim hash codes work for sculpties and meshes? (Resolution: yes)
257Linkset implementation using compound shapes. (Resolution: implemented LinksetCompound)
258 Compound shapes will need the LocalID in the shapes and collision
259 processing to get it from there.
260Light cycle not banking (Resolution: It doesn't. Banking is roll adding yaw.)
261Package Bullet source mods for Bullet internal stats output
262 (Resolution: move code into WorldData.h rather than relying on patches)
263Single prim vehicles don't seem to properly vehiclize.
264 (Resolution: mass was not getting set properly for single prim linksets)
265Add material type linkage and input all the material property definitions.
266 Skeleton classes and table are in the sources but are not filled or used.
267 (Resolution:
268Neb vehicle taking > 25ms of physics time!!
269 (Resolution: compound linksets were being rebuild WAY too often)
270Avatar height off after unsitting (floats off ground)
271 Editting appearance then moving restores.
272 Must not be initializing height when recreating capsule after unsit.
273 (Resolution: confusion of scale vs size for native objects removed)
274Light cycle falling over when driving (Resolution: implemented angularMotorUp)
275Should vehicle angular/linear movement friction happen after all the components
276 or does it only apply to the basic movement?
277 (Resolution: friction added before returning newly computed motor value.
278 What is expected by some vehicles (turning up friction to moderate speed))
279Tune terrain/object friction to be closer to SL.
280 (Resolution: added material type with friction and resolution)
281Smooth avatar movement with motor (DONE)
282 Should motor update be all at taint-time? (Yes, DONE)
283 Fix avatar slowly sliding when standing (zero motion when stopped) (DONE)
284 (Resolution: added BSVMotor for avatar starting and stopping)
285llApplyImpulse()
286 Compare mass/movement in OS and SL. Calibrate actions. (DONE)
287 (Resolution: tested on SL and OS. AddForce scales the force for timestep)
288llSetBuoyancy() (DONE)
289 (Resolution: Bullet resets object gravity when added to world. Moved set gravity)
290Avatar density is WAY off. Compare and calibrate with what's in SL. (DONE)
291 (Resolution: set default density to 3.5 (from 60) which is closer to SL)
292Redo BulletSimAPI to allow native C# implementation of Bullet option (DONE)
293 (Resolution: added BSAPITemplate and then interfaces for C++ Bullet and C# BulletXNA
294Meshes rendering as bounding boxes (DONE)
295 (Resolution: Added test for mesh/sculpties in native shapes so it didn't think it was a box)
296llMoveToTarget (Resolution: added simple motor to update the position.)
297Angular motor direction is global coordinates rather than local coordinates (DONE)
298Add vehicle collisions so IsColliding is properly reported. (DONE)
299 Needed for banking, limitMotorUp, movementLimiting, ...
300 (Resolution: added CollisionFlags.BS_VEHICLE_COLLISION and code to use it)
301VehicleAddForce is not scaled by the simulation step but it is only
302 applied for one step. Should it be scaled? (DONE)
303 (Resolution: use force for timed things, Impulse for immediate, non-timed things)
304Complete implemention of preStepActions (DONE)
305 Replace vehicle step call with prestep event.
306 Is there a need for postStepActions? postStepTaints?
307Disable activity of passive linkset children. (DONE)
308 Since the linkset is a compound object, the old prims are left lying
309 around and need to be phantomized so they don't collide, ...
310Remove HeightmapInfo from terrain specification (DONE)
311 Since C++ code does not need terrain height, this structure et al are not needed.
312Surfboard go wonky when turning (DONE)
313 Angular motor direction is global coordinates rather than local coordinates?
314 (Resolution: made angular motor direction correct coordinate system)
315Mantis 6040 script http://opensimulator.org/mantis/view.php?id=6040 (DONE)
316 Msg Kayaker on OSGrid when working
317 (Resolution: LINEAR_DIRECTION is in vehicle coords. Test script does the
318 same in SL as in OS/BulletSim)
319Boats float low in the water (DONE)
320Boats floating at proper level (DONE)
321When is force introduced by SetForce removed? The prestep action could go forever. (DONE)
322 (Resolution: setForce registers a prestep action which keeps applying the force) \ No newline at end of file