diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | 44 |
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 | ================================================= |
3 | Script changing rotation of child prim while vehicle moving (eg turning wheel) causes | 3 | Script 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. |
5 | Vehicle 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. | ||
7 | Hitting 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 | ||
9 | Two of Nebadon vehicles in a sim max the CPU. This is new. | ||
10 | Enable vehicle border crossings (at least as poorly as ODE) | 5 | Enable 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 | |||
23 | Center-of-gravity | 18 | Center-of-gravity |
24 | Vehicle angular deflection | 19 | Vehicle angular deflection |
25 | Preferred orientation angular correction fix | 20 | Preferred orientation angular correction fix |
26 | when should angular and linear motor targets be zeroed? when selected? | ||
27 | Need a vehicle.clear()? Or an 'else' in prestep if not physical. | ||
28 | Teravus llMoveToTarget script debug | 21 | Teravus 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) |
31 | limitMotorUp calibration (more down?) | 24 | limitMotorUp calibration (more down?) |
32 | llRotLookAt | 25 | llRotLookAt |
33 | llLookAt | 26 | llLookAt |
34 | Avatars walking up stairs (HALF DONE) | 27 | Convert to avatar mesh capsule. Include rotation of capsule. |
35 | Avatar 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) | ||
39 | Vehicle script tuning/debugging | 28 | Vehicle script tuning/debugging |
40 | Avanti speed script | 29 | Avanti speed script |
41 | Weapon shooter script | 30 | Weapon shooter script |
42 | Move material definitions (friction, ...) into simulator. | 31 | Move material definitions (friction, ...) into simulator. |
43 | Add material densities to the material types. | ||
44 | One sided meshes? Should terrain be built into a closed shape? | 32 | One 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. |
54 | UBit improvements to remove rubber-banding of avatars sitting on vehicle child prims: | 42 | UBit 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 |
56 | Border crossing with linked vehicle causes crash | ||
57 | 20121129.1411: editting/moving phys object across region boundries causes crash | ||
58 | getPos-> btRigidBody::upcast -> getBodyType -> BOOM | ||
59 | Vehicles (Move smoothly) | 44 | Vehicles (Move smoothly) |
60 | Some vehicles should not be able to turn if no speed or off ground. | 45 | Some vehicles should not be able to turn if no speed or off ground. |
61 | What to do if vehicle and prim buoyancy differ? | ||
62 | Cannot edit/move a vehicle being ridden: it jumps back to the origional position. | 46 | Cannot edit/move a vehicle being ridden: it jumps back to the origional position. |
63 | Neb car jiggling left and right | 47 | Neb 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. | |||
68 | Verify llGetVel() is returning a smooth and good value for vehicle movement. | 52 | Verify llGetVel() is returning a smooth and good value for vehicle movement. |
69 | llGetVel() should return the root's velocity if requested in a child prim. | 53 | llGetVel() should return the root's velocity if requested in a child prim. |
70 | Implement function efficiency for lineaar and angular motion. | 54 | Implement function efficiency for lineaar and angular motion. |
71 | After 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 | ||
73 | Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint) | 55 | Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint) |
74 | Remove vehicle angular velocity zeroing in BSPrim.UpdateProperties(). | 56 | Remove 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. |
79 | Vehicle attributes are not restored when a vehicle is rezzed on region creation | 61 | Vehicle 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. |
63 | What to do if vehicle and prim buoyancy differ? | ||
81 | 64 | ||
82 | GENERAL TODO LIST: | 65 | GENERAL TODO LIST: |
83 | ================================================= | 66 | ================================================= |
84 | Explore btGImpactMeshShape as alternative to convex hulls for simplified physical objects. | ||
85 | Regular triangle meshes don't do physical collisions. | ||
86 | Resitution of a prim works on another prim but not on terrain. | 67 | Resitution 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. |
88 | Add a sanity check for PIDTarget location. | 69 | Add a sanity check for PIDTarget location. |
@@ -359,4 +340,25 @@ Lock axis (DONE 20130401) | |||
359 | Terrain detail: double terrain mesh detail (DONE) | 340 | Terrain detail: double terrain mesh detail (DONE) |
360 | Use the HACD convex hull routine in Bullet rather than the C# version. | 341 | Use 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) |
343 | Vehicle 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) | ||
346 | Hitting 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) | ||
349 | Two 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) | ||
352 | Add material densities to the material types. (WILL NOT BE DONE: not how it is done) | ||
353 | Avatars walking up stairs (DONE) | ||
354 | Avatar 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) | ||
358 | After 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) | ||
361 | Explore 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 | ||