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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt33
1 files changed, 22 insertions, 11 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
index ad4e42b..8a9aec9 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
@@ -8,9 +8,10 @@ Enable vehicle border crossings (at least as poorly as ODE)
8 Vehicle recreated in new sim at small Z value (offset from root value?) (DONE) 8 Vehicle recreated in new sim at small Z value (offset from root value?) (DONE)
9Calibrate turning radius (DONE) 9Calibrate turning radius (DONE)
10limitMotorUp calibration (more down?) 10limitMotorUp calibration (more down?)
11study PID motors (include 'efficiency' implementation 11study PID motors (include 'efficiency' implementation (DONE)
12 Add to avatar movement 12 Add to avatar movement
13 13
14
14CRASHES 15CRASHES
15================================================= 16=================================================
1620121129.1411: editting/moving phys object across region boundries causes crash 1720121129.1411: editting/moving phys object across region boundries causes crash
@@ -25,7 +26,6 @@ CRASHES
25VEHICLES TODO LIST: 26VEHICLES TODO LIST:
26================================================= 27=================================================
27Border crossing with linked vehicle causes crash 28Border crossing with linked vehicle causes crash
28Neb vehicle taking > 25ms of physics time!!
29Vehicles (Move smoothly) 29Vehicles (Move smoothly)
30Add vehicle collisions so IsColliding is properly reported. 30Add vehicle collisions so IsColliding is properly reported.
31 Needed for banking, limitMotorUp, movementLimiting, ... 31 Needed for banking, limitMotorUp, movementLimiting, ...
@@ -34,28 +34,25 @@ Cannot edit/move a vehicle being ridden: it jumps back to the origional position
34Neb car jiggling left and right 34Neb car jiggling left and right
35 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.
36 This has been reduced but not eliminated. 36 This has been reduced but not eliminated.
37Light cycle falling over when driving
38Implement referenceFrame for all the motion routines. 37Implement referenceFrame for all the motion routines.
39Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE. 38Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE.
40 Verify that angular motion specified around Z moves in the vehicle coordinates. 39 Verify that angular motion specified around Z moves in the vehicle coordinates.
41Verify llGetVel() is returning a smooth and good value for vehicle movement. 40Verify llGetVel() is returning a smooth and good value for vehicle movement.
42llGetVel() should return the root's velocity if requested in a child prim. 41llGetVel() should return the root's velocity if requested in a child prim.
43Implement function efficiency for lineaar and angular motion. 42Implement function efficiency for lineaar and angular motion.
44Should vehicle angular/linear movement friction happen after all the components
45 or does it only apply to the basic movement?
46After getting off a vehicle, the root prim is phantom (can be walked through) 43After getting off a vehicle, the root prim is phantom (can be walked through)
47 Need to force a position update for the root prim after compound shape destruction 44 Need to force a position update for the root prim after compound shape destruction
48Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint) 45Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint)
49For limitMotorUp, use raycast down to find if vehicle is in the air. 46For limitMotorUp, use raycast down to find if vehicle is in the air.
50Remove vehicle angular velocity zeroing in BSPrim.UpdateProperties(). 47Remove vehicle angular velocity zeroing in BSPrim.UpdateProperties().
51 A kludge that isn't fixing the real problem of Bullet adding extra motion. 48 A kludge that isn't fixing the real problem of Bullet adding extra motion.
49Incorporate inter-relationship of angular corrections. For instance, angularDeflection
50 and angularMotorUp will compute same X or Y correction. When added together
51 creates over-correction and over-shoot and wabbling.
52 52
53BULLETSIM TODO LIST: 53BULLETSIM TODO LIST:
54================================================= 54=================================================
55Revisit CollisionMargin. Builders notice the 0.04 spacing between prims. 55Revisit CollisionMargin. Builders notice the 0.04 spacing between prims.
56Avatar height off after unsitting (floats off ground)
57 Editting appearance then moving restores.
58 Must not be initializing height when recreating capsule after unsit.
59Duplicating a physical prim causes old prim to jump away 56Duplicating a physical prim causes old prim to jump away
60 Dup a phys prim and the original become unselected and thus interacts w/ selected prim. 57 Dup a phys prim and the original become unselected and thus interacts w/ selected prim.
61Scenes with hundred of thousands of static objects take a lot of physics CPU time. 58Scenes with hundred of thousands of static objects take a lot of physics CPU time.
@@ -83,6 +80,8 @@ Add osGetPhysicsEngineName() so scripters can tell whether BulletSim or ODE
83Linkset.Position and Linkset.Orientation requre rewrite to properly return 80Linkset.Position and Linkset.Orientation requre rewrite to properly return
84 child position. LinksetConstraint acts like it's at taint time!! 81 child position. LinksetConstraint acts like it's at taint time!!
85Implement LockAngularMotion -- implements llSetStatus(ROTATE_AXIS_*, T/F) 82Implement LockAngularMotion -- implements llSetStatus(ROTATE_AXIS_*, T/F)
83Should the different PID factors have non-equal contributions for different
84 values of Efficiency?
86 85
87LINKSETS 86LINKSETS
88====================================================== 87======================================================
@@ -100,17 +99,16 @@ Disable activity of passive linkset children.
100 Since the linkset is a compound object, the old prims are left lying 99 Since the linkset is a compound object, the old prims are left lying
101 around and need to be phantomized so they don't collide, ... 100 around and need to be phantomized so they don't collide, ...
102Speed up creation of large physical linksets 101Speed up creation of large physical linksets
103 For instance, sitting in Neb's car (130 prims) takes several seconds to become physical 102 For instance, sitting in Neb's car (130 prims) takes several seconds to become physical.
103 REALLY bad for very large physical linksets (freezes the sim for many seconds).
104Eliminate collisions between objects in a linkset. (LinksetConstraint) 104Eliminate collisions between objects in a linkset. (LinksetConstraint)
105 Have UserPointer point to struct with localID and linksetID? 105 Have UserPointer point to struct with localID and linksetID?
106 Objects in original linkset still collide with each other? 106 Objects in original linkset still collide with each other?
107 107
108MORE 108MORE
109====================================================== 109======================================================
110Find/remove avatar collision with ID=0.
111Test avatar walking up stairs. How does compare with SL. 110Test avatar walking up stairs. How does compare with SL.
112 Radius of the capsule affects ability to climb edges. 111 Radius of the capsule affects ability to climb edges.
113Tune terrain/object friction to be closer to SL.
114Debounce avatar contact so legs don't keep folding up when standing. 112Debounce avatar contact so legs don't keep folding up when standing.
115Implement LSL physics controls. Like STATUS_ROTATE_X. 113Implement LSL physics controls. Like STATUS_ROTATE_X.
116Add border extensions to terrain to help region crossings and objects leaving region. 114Add border extensions to terrain to help region crossings and objects leaving region.
@@ -203,3 +201,16 @@ Single prim vehicles don't seem to properly vehiclize.
203Add material type linkage and input all the material property definitions. 201Add material type linkage and input all the material property definitions.
204 Skeleton classes and table are in the sources but are not filled or used. 202 Skeleton classes and table are in the sources but are not filled or used.
205 (Resolution: 203 (Resolution:
204Neb vehicle taking > 25ms of physics time!!
205 (Resolution: compound linksets were being rebuild WAY too often)
206Avatar height off after unsitting (floats off ground)
207 Editting appearance then moving restores.
208 Must not be initializing height when recreating capsule after unsit.
209 (Resolution: confusion of scale vs size for native objects removed)
210Light cycle falling over when driving (Resolution: implemented angularMotorUp)
211Should vehicle angular/linear movement friction happen after all the components
212 or does it only apply to the basic movement?
213 (Resolution: friction added before returning newly computed motor value.
214 What is expected by some vehicles (turning up friction to moderate speed))
215Tune terrain/object friction to be closer to SL.
216 (Resolution: added material type with friction and resolution)