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authorRobert Adams2012-12-16 21:16:40 -0800
committerRobert Adams2012-12-16 21:19:13 -0800
commit3f2aaffd4d32ec7569cc2e5faae76c5faa9e9da4 (patch)
tree8dd361aa04324260bd9766d565ce6966422bfa11 /OpenSim/Region/Physics
parentBulletSim: add check for border crossing in character position sanity check. (diff)
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BulletSim: add even more to the TODO list.
Diffstat (limited to 'OpenSim/Region/Physics')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt31
1 files changed, 27 insertions, 4 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
index 9b89f0b..31dd790 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
@@ -1,3 +1,16 @@
1CURRENT PRIORITIES
2=================================================
3Eliminate all crashes (DONEish)
4 Editing/deleting physical linkset (DONE)
5 Border crossing of physical linkset (DONE)
6Enable vehicle border crossings (at least as poorly as ODE)
7 Avatar created in previous region and not new region when crossing border
8 Vehicle recreated in new sim at small Z value (offset from root value?)
9Calibrate turning radius
10limitMotorUp calibration (more down?)
11study PID motors (include 'efficiency' implementation
12 Add to avatar movement
13
1CRASHES 14CRASHES
2================================================= 15=================================================
320121129.1411: editting/moving phys object across region boundries causes crash 1620121129.1411: editting/moving phys object across region boundries causes crash
@@ -11,16 +24,18 @@ CRASHES
11 24
12VEHICLES TODO LIST: 25VEHICLES TODO LIST:
13================================================= 26=================================================
27Border crossing with linked vehicle causes crash
14Neb vehicle taking > 25ms of physics time!! 28Neb vehicle taking > 25ms of physics time!!
15Vehicles (Move smoothly) 29Vehicles (Move smoothly)
16Add vehicle collisions so IsColliding is properly reported. 30Add vehicle collisions so IsColliding is properly reported.
17 Needed for banking, limitMotorUp, movementLimiting, ... 31 Needed for banking, limitMotorUp, movementLimiting, ...
18Some vehicles should not be able to turn if no speed or off ground. 32Some vehicles should not be able to turn if no speed or off ground.
33Cannot edit/move a vehicle being ridden: it jumps back to the origional position.
19Neb car jiggling left and right 34Neb car jiggling left and right
20 Happens on terrain and any other mesh object. Flat cubes are much smoother. 35 Happens on terrain and any other mesh object. Flat cubes are much smoother.
21 This has been reduced but not eliminated. 36 This has been reduced but not eliminated.
22Light cycle falling over when driving 37Light cycle falling over when driving
23For limitMotorUp, use raycast down to find if vehicle is in the air. 38Implement referenceFrame for all the motion routines.
24Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE. 39Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE.
25 Verify that angular motion specified around Z moves in the vehicle coordinates. 40 Verify that angular motion specified around Z moves in the vehicle coordinates.
26Verify llGetVel() is returning a smooth and good value for vehicle movement. 41Verify llGetVel() is returning a smooth and good value for vehicle movement.
@@ -31,9 +46,9 @@ Should vehicle angular/linear movement friction happen after all the components
31After getting off a vehicle, the root prim is phantom (can be walked through) 46After getting off a vehicle, the root prim is phantom (can be walked through)
32 Need to force a position update for the root prim after compound shape destruction 47 Need to force a position update for the root prim after compound shape destruction
33Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint) 48Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint)
34Implement referenceFrame for all the motion routines. 49For limitMotorUp, use raycast down to find if vehicle is in the air.
35Cannot edit/move a vehicle being ridden: it jumps back to the origional position. 50Remove vehicle angular velocity zeroing in BSPrim.UpdateProperties().
36Border crossing with linked vehicle causes crash 51 A kludge that isn't fixing the real problem of Bullet adding extra motion.
37 52
38BULLETSIM TODO LIST: 53BULLETSIM TODO LIST:
39================================================= 54=================================================
@@ -72,6 +87,9 @@ LINKSETS
72====================================================== 87======================================================
73Linksets should allow collisions to individual children 88Linksets should allow collisions to individual children
74 Add LocalID to children shapes in LinksetCompound and create events for individuals 89 Add LocalID to children shapes in LinksetCompound and create events for individuals
90LinksetCompound: when one of the children changes orientation (like tires
91 turning on a vehicle, the whole compound object is rebuilt. Optimize this
92 so orientation/position of individual children can change without a rebuild.
75Verify/think through scripts in children of linksets. What do they reference 93Verify/think through scripts in children of linksets. What do they reference
76 and return when getting position, velocity, ... 94 and return when getting position, velocity, ...
77Confirm constraint linksets still work after making all the changes for compound linksets. 95Confirm constraint linksets still work after making all the changes for compound linksets.
@@ -143,6 +161,11 @@ Remove HeightmapInfo from terrain specification
143 Since C++ code does not need terrain height, this structure et al are not needed. 161 Since C++ code does not need terrain height, this structure et al are not needed.
144Add floating motor for BS_FLOATS_ON_WATER so prim and avatar will 162Add floating motor for BS_FLOATS_ON_WATER so prim and avatar will
145 bob at the water level. BSPrim.PositionSanityCheck(). 163 bob at the water level. BSPrim.PositionSanityCheck().
164Should taints check for existance or activeness of target?
165 When destroying linksets/etc, taints can be generated for objects that are
166 actually gone when the taint happens. Crashes don't happen because the taint closure
167 keeps the object from being freed, but that is just an accident.
168 Possibly have and 'active' flag that is checked by the taint processor?
146 169
147THREADING 170THREADING
148================================================= 171=================================================