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1CRASHES
2=================================================
320121129.1411: editting/moving phys object across region boundries causes crash
4 getPos-> btRigidBody::upcast -> getBodyType -> BOOM
520121128.1600: mesh object not rezzing (no physics mesh).
6 Causes many errors. Doesn't stop after first error with box shape.
7 Eventually crashes when deleting the object.
8
9VEHICLES TODO LIST:
10=================================================
11Neb car jiggling left and right
12 Happens on terrain and any other mesh object. Flat cubes are much smoother.
13Vehicles (Move smoothly)
14Add vehicle collisions so IsColliding is properly reported.
15 Needed for banking, limitMotorUp, movementLimiting, ...
16Some vehicles should not be able to turn if no speed or off ground.
17For limitMotorUp, use raycast down to find if vehicle is in the air.
18Implement function efficiency for lineaar and angular motion.
19Should vehicle angular/linear movement friction happen after all the components
20 or does it only apply to the basic movement?
21After getting off a vehicle, the root prim is phantom (can be walked through)
22 Need to force a position update for the root prim after compound shape destruction
23Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint)
24Implement referenceFrame for all the motion routines.
25Cannot edit/move a vehicle being ridden: it jumps back to the origional position.
26
27BULLETSIM TODO LIST:
28=================================================
29Disable activity of passive linkset children.
30 Since the linkset is a compound object, the old prims are left lying
31 around and need to be phantomized so they don't collide, ...
32Scenes with hundred of thousands of static objects take a lot of physics CPU time.
33BSPrim.Force should set a continious force on the prim. The force should be
34 applied each tick. Some limits?
35Single prim vehicles don't seem to properly vehiclize.
36Gun sending shooter flying.
37Collision margin (gap between physical objects lying on each other)
38Boundry checking (crashes related to crossing boundry)
39 Add check for border edge position for avatars and objects.
40 Verify the events are created for border crossings.
41Avatar rotation (check out changes to ScenePresence for physical rotation)
42Avatar running (what does phys engine need to do?)
43Small physical objects do not interact correctly
44 Create chain of .5x.5x.1 torui and make all but top physical so to hang.
45 The chain will fall apart and pairs will dance around on ground
46 Chains of 1x1x.2 will stay connected but will dance.
47 Chains above 2x2x.4 are move stable and get stablier as torui get larger.
48Add material type linkage and input all the material property definitions.
49 Skeleton classes and table are in the sources but are not filled or used.
50Add PID motor for avatar movement (slow to stop, ...)
51setForce should set a constant force. Different than AddImpulse.
52Implement raycast.
53Implement ShapeCollection.Dispose()
54Implement water as a plain so raycasting and collisions can happen with same.
55
56Find/remove avatar collision with ID=0.
57Test avatar walking up stairs. How does compare with SL.
58 Radius of the capsule affects ability to climb edges.
59Tune terrain/object friction to be closer to SL.
60Debounce avatar contact so legs don't keep folding up when standing.
61Implement LSL physics controls. Like STATUS_ROTATE_X.
62Add border extensions to terrain to help region crossings and objects leaving region.
63
64Speed up creation of large physical linksets
65 For instance, sitting in Neb's car (130 prims) takes several seconds to become physical
66Performance test with lots of avatars. Can BulletSim support a thousand?
67Optimize collisions in C++: only send up to the object subscribed to collisions.
68 Use collision subscription and remove the collsion(A,B) and collision(B,A)
69Check whether SimMotionState needs large if statement (see TODO).
70
71Implement 'top colliders' info.
72Avatar jump
73Performance measurement and changes to make quicker.
74Implement detailed physics stats (GetStats()).
75
76Eliminate collisions between objects in a linkset. (LinksetConstraint)
77 Have UserPointer point to struct with localID and linksetID?
78 Objects in original linkset still collide with each other?
79
80Measure performance improvement from hulls
81Test not using ghost objects for volume detect implementation.
82Performance of closures and delegates for taint processing
83 Are there faster ways?
84 Is any slowdown introduced by the existing implementation significant?
85Is there are more efficient method of implementing pre and post step actions?
86 See http://www.codeproject.com/Articles/29922/Weak-Events-in-C
87
88Physics Arena central pyramid: why is one side permiable?
89
90INTERNAL IMPROVEMENT/CLEANUP
91=================================================
92Remove unused fields from ShapeData (not used in API2)
93Breakout code for mesh/hull/compound/native into separate BSShape* classes
94 Standardize access to building and reference code.
95 The skeleton classes are in the sources but are not complete or linked in.
96Generalize Dynamics and PID with standardized motors.
97Generalize Linkset and vehicles into PropertyManagers
98 Methods for Refresh, RemoveBodyDependencies, RestoreBodyDependencies
99 Possibly generalized a 'pre step action' registration.
100Complete implemention of preStepActions
101 Replace vehicle step call with prestep event.
102 Is there a need for postStepActions? postStepTaints?
103Implement linkset by setting position of children when root updated. (LinksetManual)
104 Linkset implementation using manual prim movement.
105LinkablePrim class? Would that simplify/centralize the linkset logic?
106BSScene.UpdateParameterSet() is broken. How to set params on objects?
107Remove HeightmapInfo from terrain specification.
108 Since C++ code does not need terrain height, this structure et al are not needed.
109Add floating motor for BS_FLOATS_ON_WATER so prim and avatar will
110 bob at the water level. BSPrim.PositionSanityCheck().
111
112THREADING
113=================================================
114Do taint action immediately if not actually executing Bullet.
115 Add lock around Bullet execution and just do taint actions if simulation is not happening.
116
117DONE DONE DONE DONE
118=================================================
119Cleanup code in BSDynamics by using motors. (Resolution: started)
120Consider implementing terrain with a mesh rather than heightmap. (Resolution: done)
121 Would have better and adjustable resolution.
122Build terrain mesh so heighmap is height of the center of the square meter.
123 Resolution: NOT DONE: SL and ODE define meter square as being at one corner with one diagional.
124Terrain as mesh. (Resolution: done)
125How are static linksets seen by the physics engine?
126 Resolution: they are not linked in physics. When moved, all the children are repositioned.
127Convert BSCharacter to use all API2 (Resolution: done)
128Avatar pushing difficult (too heavy?)
129Use asset service passed to BulletSim to get sculptie bodies, etc. (Resolution: done)
130Remove old code in DLL (all non-API2 stuff). (Resolution: done)
131Measurements of mega-physical prim performance (with graph) (Resolution: done, email)
132Debug Bullet internal stats output (why is timing all wrong?)
133 Resolution: Bullet stats logging only works with a single instance of Bullet (one region).
134Implement meshes or just verify that they work. (Resolution: they do!)
135Do prim hash codes work for sculpties and meshes? (Resolution: yes)
136Linkset implementation using compound shapes. (Resolution: implemented LinksetCompound)
137 Compound shapes will need the LocalID in the shapes and collision
138 processing to get it from there.
139Light cycle falling over when driving (Resolution: implemented VerticalAttractor)
140Light cycle not banking (Resolution: It doesn't. Banking is roll adding yaw.)
141Package Bullet source mods for Bullet internal stats output
142 (Resolution: move code into WorldData.h rather than relying on patches) \ No newline at end of file