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authorRobert Adams2013-02-21 08:52:11 -0800
committerRobert Adams2013-02-21 08:52:11 -0800
commitefb5da0aa672551a8a68e16066f3dd3991f75da4 (patch)
tree713c0f254a512f18e3025afc0b8d0621bade92c7 /OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
parentAdd 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-xOpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt22
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 @@
1CURRENT PRIORITIES 1CURRENT PRIORITIES
2================================================= 2=================================================
3One 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
7Deleting a linkset while standing on the root will leave the physical shape of the root behind. 3Deleting 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.
9Terrain detail: double terrain mesh detail
10Vehicle angular vertical attraction 5Vehicle angular vertical attraction
11vehicle angular banking 6vehicle angular banking
12Center-of-gravity 7Center-of-gravity
13Vehicle angular deflection 8Vehicle angular deflection
14 Preferred orientation angular correction fix 9 Preferred orientation angular correction fix
10Enable 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)
15when should angular and linear motor targets be zeroed? when selected? 14when 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.
17Teravus llMoveToTarget script debug 16Teravus 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)
29Enable 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)
33Vehicle script tuning/debugging 28Vehicle script tuning/debugging
34 Avanti speed script 29 Avanti speed script
35 Weapon shooter script 30 Weapon shooter script
36Add material densities to the material types 31Move material definitions (friction, ...) into simulator.
32Add material densities to the material types.
33Terrain detail: double terrain mesh detail
34One 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
38VEHICLES TODO LIST: 39VEHICLES TODO LIST:
39================================================= 40=================================================
@@ -65,6 +66,7 @@ Vehicle attributes are not restored when a vehicle is rezzed on region creation
65 66
66GENERAL TODO LIST: 67GENERAL TODO LIST:
67================================================= 68=================================================
69Add a sanity check for PIDTarget location.
68Level-of-detail for mesh creation. Prims with circular interiors require lod of 32. 70Level-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.
70Collisions are inconsistant: arrows are supposed to hit and report collision. Often don't. 72Collisions are inconsistant: arrows are supposed to hit and report collision. Often don't.