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authorRobert Adams2013-06-10 14:12:45 -0700
committerRobert Adams2013-06-10 14:12:45 -0700
commit795acaa6aa8e32ad0281226208a6b1bbc2292bf5 (patch)
tree1f70c5072960f50233cab5d6942f96620d5df4ed /OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
parentRemove Temporary from use to shortcut asset stores. The Local property (diff)
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BulletSim: add failure flag for meshing failure vs asset fetch failure
so error messages make more sense. Change some BulletSim status log messages from WARN to INFO. Update TODO list.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt44
1 files changed, 23 insertions, 21 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
index df1da63..1e01526 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
@@ -2,11 +2,6 @@ CURRENT PROBLEMS TO FIX AND/OR LOOK AT
2================================================= 2=================================================
3Script changing rotation of child prim while vehicle moving (eg turning wheel) causes 3Script changing rotation of child prim while vehicle moving (eg turning wheel) causes
4 the wheel to appear to jump back. Looks like sending position from previous update. 4 the wheel to appear to jump back. Looks like sending position from previous update.
5Vehicle ride, get up, ride again. Second time vehicle does not act correctly.
6 Have to rez new vehicle and delete the old to fix situation.
7Hitting RESET on Nebadon's vehicle while riding causes vehicle to get into odd
8 position state where it will not settle onto ground properly, etc
9Two of Nebadon vehicles in a sim max the CPU. This is new.
10Enable vehicle border crossings (at least as poorly as ODE) 5Enable vehicle border crossings (at least as poorly as ODE)
11 Terrain skirts 6 Terrain skirts
12 Avatar created in previous region and not new region when crossing border 7 Avatar created in previous region and not new region when crossing border
@@ -23,24 +18,17 @@ vehicle angular banking
23Center-of-gravity 18Center-of-gravity
24Vehicle angular deflection 19Vehicle angular deflection
25 Preferred orientation angular correction fix 20 Preferred orientation angular correction fix
26when should angular and linear motor targets be zeroed? when selected?
27 Need a vehicle.clear()? Or an 'else' in prestep if not physical.
28Teravus llMoveToTarget script debug 21Teravus llMoveToTarget script debug
29 Mixing of hover, buoyancy/gravity, moveToTarget, into one force 22 Mixing of hover, buoyancy/gravity, moveToTarget, into one force
30 Setting hover height to zero disables hover even if hover flags are on (from SL wiki) 23 Setting hover height to zero disables hover even if hover flags are on (from SL wiki)
31limitMotorUp calibration (more down?) 24limitMotorUp calibration (more down?)
32llRotLookAt 25llRotLookAt
33llLookAt 26llLookAt
34Avatars walking up stairs (HALF DONE) 27Convert to avatar mesh capsule. Include rotation of capsule.
35Avatar movement
36 flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE)
37 walking up stairs is not calibrated correctly (stairs out of Kepler cabin) (DONE)
38 avatar capsule rotation completed (NOT DONE - Bullet's capsule shape is not the solution)
39Vehicle script tuning/debugging 28Vehicle script tuning/debugging
40 Avanti speed script 29 Avanti speed script
41 Weapon shooter script 30 Weapon shooter script
42Move material definitions (friction, ...) into simulator. 31Move material definitions (friction, ...) into simulator.
43Add material densities to the material types.
44One sided meshes? Should terrain be built into a closed shape? 32One sided meshes? Should terrain be built into a closed shape?
45 When meshes get partially wedged into the terrain, they cannot push themselves out. 33 When meshes get partially wedged into the terrain, they cannot push themselves out.
46 It is possible that Bullet processes collisions whether entering or leaving a mesh. 34 It is possible that Bullet processes collisions whether entering or leaving a mesh.
@@ -53,12 +41,8 @@ LINEAR_MOTOR_DIRECTION values should be clamped to reasonable numbers.
53 Same for other velocity settings. 41 Same for other velocity settings.
54UBit improvements to remove rubber-banding of avatars sitting on vehicle child prims: 42UBit improvements to remove rubber-banding of avatars sitting on vehicle child prims:
55 https://github.com/UbitUmarov/Ubit-opensim 43 https://github.com/UbitUmarov/Ubit-opensim
56Border crossing with linked vehicle causes crash
57 20121129.1411: editting/moving phys object across region boundries causes crash
58 getPos-> btRigidBody::upcast -> getBodyType -> BOOM
59Vehicles (Move smoothly) 44Vehicles (Move smoothly)
60Some vehicles should not be able to turn if no speed or off ground. 45Some vehicles should not be able to turn if no speed or off ground.
61What to do if vehicle and prim buoyancy differ?
62Cannot 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.
63Neb car jiggling left and right 47Neb car jiggling left and right
64 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.
@@ -68,8 +52,6 @@ For limitMotorUp, use raycast down to find if vehicle is in the air.
68Verify llGetVel() is returning a smooth and good value for vehicle movement. 52Verify llGetVel() is returning a smooth and good value for vehicle movement.
69llGetVel() 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.
70Implement function efficiency for lineaar and angular motion. 54Implement function efficiency for lineaar and angular motion.
71After getting off a vehicle, the root prim is phantom (can be walked through)
72 Need to force a position update for the root prim after compound shape destruction
73Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint) 55Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint)
74Remove vehicle angular velocity zeroing in BSPrim.UpdateProperties(). 56Remove vehicle angular velocity zeroing in BSPrim.UpdateProperties().
75 A kludge that isn't fixing the real problem of Bullet adding extra motion. 57 A kludge that isn't fixing the real problem of Bullet adding extra motion.
@@ -78,11 +60,10 @@ Incorporate inter-relationship of angular corrections. For instance, angularDefl
78 creates over-correction and over-shoot and wabbling. 60 creates over-correction and over-shoot and wabbling.
79Vehicle attributes are not restored when a vehicle is rezzed on region creation 61Vehicle attributes are not restored when a vehicle is rezzed on region creation
80 Create vehicle, setup vehicle properties, restart region, vehicle is not reinitialized. 62 Create vehicle, setup vehicle properties, restart region, vehicle is not reinitialized.
63What to do if vehicle and prim buoyancy differ?
81 64
82GENERAL TODO LIST: 65GENERAL TODO LIST:
83================================================= 66=================================================
84Explore btGImpactMeshShape as alternative to convex hulls for simplified physical objects.
85 Regular triangle meshes don't do physical collisions.
86Resitution of a prim works on another prim but not on terrain. 67Resitution of a prim works on another prim but not on terrain.
87 The dropped prim doesn't bounce properly on the terrain. 68 The dropped prim doesn't bounce properly on the terrain.
88Add a sanity check for PIDTarget location. 69Add a sanity check for PIDTarget location.
@@ -359,4 +340,25 @@ Lock axis (DONE 20130401)
359Terrain detail: double terrain mesh detail (DONE) 340Terrain detail: double terrain mesh detail (DONE)
360Use the HACD convex hull routine in Bullet rather than the C# version. 341Use the HACD convex hull routine in Bullet rather than the C# version.
361 Speed up hullifying large meshes. (DONE) 342 Speed up hullifying large meshes. (DONE)
343Vehicle ride, get up, ride again. Second time vehicle does not act correctly.
344 Have to rez new vehicle and delete the old to fix situation.
345 (DONE 20130520: normalize rotations)
346Hitting RESET on Nebadon's vehicle while riding causes vehicle to get into odd
347 position state where it will not settle onto ground properly, etc
348 (DONE 20130520: normalize rotations)
349Two of Nebadon vehicles in a sim max the CPU. This is new.
350 (DONE 20130520: two problems: if asset failed to mesh, constantly refetched
351 asset; vehicle was sending too many messages to all linkset members)
352Add material densities to the material types. (WILL NOT BE DONE: not how it is done)
353Avatars walking up stairs (DONE)
354Avatar movement
355 flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE)
356 walking up stairs is not calibrated correctly (stairs out of Kepler cabin) (DONE)
357 avatar capsule rotation completed (NOT DONE - Bullet's capsule shape is not the solution)
358After getting off a vehicle, the root prim is phantom (can be walked through)
359 Need to force a position update for the root prim after compound shape destruction
360 (DONE)
361Explore btGImpactMeshShape as alternative to convex hulls for simplified physical objects.
362 Regular triangle meshes don't do physical collisions.
363 (DONE: discovered GImpact is VERY CPU intensive)
362 364