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author | Robert Adams | 2013-02-21 08:52:11 -0800 |
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committer | Robert Adams | 2013-02-21 08:52:11 -0800 |
commit | efb5da0aa672551a8a68e16066f3dd3991f75da4 (patch) | |
tree | 713c0f254a512f18e3025afc0b8d0621bade92c7 /OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | |
parent | Add a method to IStatsCollector for returning stats as an OSDMap. (diff) | |
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BulletSim: add OutOfBounds logic and some position sanity checking
to eliminate some of the "cannot find terrain height" warning messages.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | 22 |
1 files changed, 12 insertions, 10 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index bda7c47..49718c4 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | |||
@@ -1,17 +1,16 @@ | |||
1 | CURRENT PRIORITIES | 1 | CURRENT PRIORITIES |
2 | ================================================= | 2 | ================================================= |
3 | One sided meshes? Should terrain be built into a closed shape? | ||
4 | When meshes get partially wedged into the terrain, they cannot push themselves out. | ||
5 | It is possible that Bullet processes collisions whether entering or leaving a mesh. | ||
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. | 3 | 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. | 4 | Not sure if it is because standing on it. Done with large prim linksets. |
9 | Terrain detail: double terrain mesh detail | ||
10 | Vehicle angular vertical attraction | 5 | Vehicle angular vertical attraction |
11 | vehicle angular banking | 6 | vehicle angular banking |
12 | Center-of-gravity | 7 | Center-of-gravity |
13 | Vehicle angular deflection | 8 | Vehicle angular deflection |
14 | Preferred orientation angular correction fix | 9 | Preferred orientation angular correction fix |
10 | Enable vehicle border crossings (at least as poorly as ODE) | ||
11 | Terrain skirts | ||
12 | 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) | ||
15 | when should angular and linear motor targets be zeroed? when selected? | 14 | when should angular and linear motor targets be zeroed? when selected? |
16 | Need a vehicle.clear()? Or an 'else' in prestep if not physical. | 15 | Need a vehicle.clear()? Or an 'else' in prestep if not physical. |
17 | Teravus llMoveToTarget script debug | 16 | Teravus llMoveToTarget script debug |
@@ -26,14 +25,16 @@ Avatar movement | |||
26 | flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE) | 25 | flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE) |
27 | walking up stairs is not calibrated correctly (stairs out of Kepler cabin) | 26 | walking up stairs is not calibrated correctly (stairs out of Kepler cabin) |
28 | avatar capsule rotation completed (NOT DONE - Bullet's capsule shape is not the solution) | 27 | avatar capsule rotation completed (NOT DONE - Bullet's capsule shape is not the solution) |
29 | Enable vehicle border crossings (at least as poorly as ODE) | ||
30 | Terrain skirts | ||
31 | Avatar created in previous region and not new region when crossing border | ||
32 | Vehicle recreated in new sim at small Z value (offset from root value?) (DONE) | ||
33 | Vehicle script tuning/debugging | 28 | Vehicle script tuning/debugging |
34 | Avanti speed script | 29 | Avanti speed script |
35 | Weapon shooter script | 30 | Weapon shooter script |
36 | Add material densities to the material types | 31 | Move material definitions (friction, ...) into simulator. |
32 | Add material densities to the material types. | ||
33 | Terrain detail: double terrain mesh detail | ||
34 | One sided meshes? Should terrain be built into a closed shape? | ||
35 | When meshes get partially wedged into the terrain, they cannot push themselves out. | ||
36 | It is possible that Bullet processes collisions whether entering or leaving a mesh. | ||
37 | Ref: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4869 | ||
37 | 38 | ||
38 | VEHICLES TODO LIST: | 39 | VEHICLES TODO LIST: |
39 | ================================================= | 40 | ================================================= |
@@ -65,6 +66,7 @@ Vehicle attributes are not restored when a vehicle is rezzed on region creation | |||
65 | 66 | ||
66 | GENERAL TODO LIST: | 67 | GENERAL TODO LIST: |
67 | ================================================= | 68 | ================================================= |
69 | Add a sanity check for PIDTarget location. | ||
68 | Level-of-detail for mesh creation. Prims with circular interiors require lod of 32. | 70 | Level-of-detail for mesh creation. Prims with circular interiors require lod of 32. |
69 | Is much saved with lower LODs? At the moment, all set to 32. | 71 | Is much saved with lower LODs? At the moment, all set to 32. |
70 | Collisions are inconsistant: arrows are supposed to hit and report collision. Often don't. | 72 | Collisions are inconsistant: arrows are supposed to hit and report collision. Often don't. |