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1CURRENT PRIORITIES
2=================================================
3Redo BulletSimAPI to allow native C# implementation of Bullet option.
4Avatar movement
5 flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle
6 walking up stairs is not calibrated correctly (stairs out of Kepler cabin)
7 avatar capsule rotation completed
8llMoveToTarget
9Enable vehicle border crossings (at least as poorly as ODE)
10 Terrain skirts
11 Avatar created in previous region and not new region when crossing border
12 Vehicle recreated in new sim at small Z value (offset from root value?) (DONE)
13Vehicle movement on terrain smoothness
14Vehicle script tuning/debugging
15 Avanti speed script
16 Weapon shooter script
17limitMotorUp calibration (more down?)
18Boats float low in the water
19Add material densities to the material types.
20
21CRASHES
22=================================================
2320121129.1411: editting/moving phys object across region boundries causes crash
24 getPos-> btRigidBody::upcast -> getBodyType -> BOOM
2520121128.1600: mesh object not rezzing (no physics mesh).
26 Causes many errors. Doesn't stop after first error with box shape.
27 Eventually crashes when deleting the object.
2820121206.1434: rez Sam-pan into OSGrid BulletSim11 region
29 Immediate simulator crash. Mono does not output any stacktrace and
30 log just stops after reporting taint-time linking of the linkset.
31
32VEHICLES TODO LIST:
33=================================================
34Angular motor direction is global coordinates rather than local coordinates
35Border crossing with linked vehicle causes crash
36Vehicles (Move smoothly)
37Add vehicle collisions so IsColliding is properly reported.
38 Needed for banking, limitMotorUp, movementLimiting, ...
39VehicleAddForce is not scaled by the simulation step but it is only
40 applied for one step. Should it be scaled?
41Some vehicles should not be able to turn if no speed or off ground.
42Cannot edit/move a vehicle being ridden: it jumps back to the origional position.
43Neb car jiggling left and right
44 Happens on terrain and any other mesh object. Flat cubes are much smoother.
45 This has been reduced but not eliminated.
46Implement referenceFrame for all the motion routines.
47Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE.
48 Verify that angular motion specified around Z moves in the vehicle coordinates.
49Verify llGetVel() is returning a smooth and good value for vehicle movement.
50llGetVel() should return the root's velocity if requested in a child prim.
51Implement function efficiency for lineaar and angular motion.
52After getting off a vehicle, the root prim is phantom (can be walked through)
53 Need to force a position update for the root prim after compound shape destruction
54Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint)
55For limitMotorUp, use raycast down to find if vehicle is in the air.
56Remove vehicle angular velocity zeroing in BSPrim.UpdateProperties().
57 A kludge that isn't fixing the real problem of Bullet adding extra motion.
58Incorporate inter-relationship of angular corrections. For instance, angularDeflection
59 and angularMotorUp will compute same X or Y correction. When added together
60 creates over-correction and over-shoot and wabbling.
61
62BULLETSIM TODO LIST:
63=================================================
64Implement an avatar mesh shape. The Bullet capsule is way too limited.
65 Consider just hand creating a vertex/index array in a new BSShapeAvatar.
66Revisit CollisionMargin. Builders notice the 0.04 spacing between prims.
67Duplicating a physical prim causes old prim to jump away
68 Dup a phys prim and the original become unselected and thus interacts w/ selected prim.
69Scenes with hundred of thousands of static objects take a lot of physics CPU time.
70BSPrim.Force should set a continious force on the prim. The force should be
71 applied each tick. Some limits?
72Gun sending shooter flying.
73Collision margin (gap between physical objects lying on each other)
74Boundry checking (crashes related to crossing boundry)
75 Add check for border edge position for avatars and objects.
76 Verify the events are created for border crossings.
77Avatar rotation (check out changes to ScenePresence for physical rotation)
78Avatar running (what does phys engine need to do?)
79Small physical objects do not interact correctly
80 Create chain of .5x.5x.1 torui and make all but top physical so to hang.
81 The chain will fall apart and pairs will dance around on ground
82 Chains of 1x1x.2 will stay connected but will dance.
83 Chains above 2x2x.4 are more stable and get stablier as torui get larger.
84Add PID motor for avatar movement (slow to stop, ...)
85setForce should set a constant force. Different than AddImpulse.
86Implement raycast.
87Implement ShapeCollection.Dispose()
88Implement water as a plain so raycasting and collisions can happen with same.
89Add osGetPhysicsEngineName() so scripters can tell whether BulletSim or ODE
90 Also osGetPhysicsEngineVerion() maybe.
91Linkset.Position and Linkset.Orientation requre rewrite to properly return
92 child position. LinksetConstraint acts like it's at taint time!!
93Implement LockAngularMotion -- implements llSetStatus(ROTATE_AXIS_*, T/F)
94Should the different PID factors have non-equal contributions for different
95 values of Efficiency?
96Selecting and deselecting physical objects causes CPU processing time to jump
97 http://www.youtube.com/watch?v=Hjg57fWg8yI&hd=1
98 put thousand physical objects, select and deselect same. CPU time will be large.
99Re-implement buoyancy as a separate force on the object rather than diddling gravity.
100 Register a pre-step event to add the force.
101More efficient memory usage when passing hull information from BSPrim to BulletSim
102Avatar movement motor check for zero or small movement. Somehow suppress small movements
103 when avatar has stopped and is just standing. Simple test for near zero has
104 the problem of preventing starting up (increase from zero) especially when falling.
105Physical and phantom will drop through the terrain
106
107
108LINKSETS
109======================================================
110Offset the center of the linkset to be the geometric center of all the prims
111 Not quite the same as the center-of-gravity
112Linksets should allow collisions to individual children
113 Add LocalID to children shapes in LinksetCompound and create events for individuals
114LinksetCompound: when one of the children changes orientation (like tires
115 turning on a vehicle, the whole compound object is rebuilt. Optimize this
116 so orientation/position of individual children can change without a rebuild.
117Verify/think through scripts in children of linksets. What do they reference
118 and return when getting position, velocity, ...
119Confirm constraint linksets still work after making all the changes for compound linksets.
120Add 'changed' flag or similar to reduce the number of times a linkset is rebuilt.
121 For compound linksets, add ability to remove or reposition individual child shapes.
122Disable activity of passive linkset children.
123 Since the linkset is a compound object, the old prims are left lying
124 around and need to be phantomized so they don't collide, ...
125Speed up creation of large physical linksets
126 For instance, sitting in Neb's car (130 prims) takes several seconds to become physical.
127 REALLY bad for very large physical linksets (freezes the sim for many seconds).
128Eliminate collisions between objects in a linkset. (LinksetConstraint)
129 Have UserPointer point to struct with localID and linksetID?
130 Objects in original linkset still collide with each other?
131
132MORE
133======================================================
134Test avatar walking up stairs. How does compare with SL.
135 Radius of the capsule affects ability to climb edges.
136Debounce avatar contact so legs don't keep folding up when standing.
137Implement LSL physics controls. Like STATUS_ROTATE_X.
138Add border extensions to terrain to help region crossings and objects leaving region.
139Use a different capsule shape for avatar when sitting
140 LL uses a pyrimidal shape scaled by the avatar's bounding box
141 http://wiki.secondlife.com/wiki/File:Avmeshforms.png
142
143Performance test with lots of avatars. Can BulletSim support a thousand?
144Optimize collisions in C++: only send up to the object subscribed to collisions.
145 Use collision subscription and remove the collsion(A,B) and collision(B,A)
146Check whether SimMotionState needs large if statement (see TODO).
147
148Implement 'top colliders' info.
149Avatar jump
150Performance measurement and changes to make quicker.
151Implement detailed physics stats (GetStats()).
152
153Measure performance improvement from hulls
154Test not using ghost objects for volume detect implementation.
155Performance of closures and delegates for taint processing
156 Are there faster ways?
157 Is any slowdown introduced by the existing implementation significant?
158Is there are more efficient method of implementing pre and post step actions?
159 See http://www.codeproject.com/Articles/29922/Weak-Events-in-C
160
161Physics Arena central pyramid: why is one side permiable?
162
163In SL, perfect spheres don't seem to have rolling friction. Add special case.
164Enforce physical parameter min/max:
165 Gravity: [-1, 28]
166 Friction: [0, 255]
167 Density: [1, 22587]
168 Restitution [0, 1]
169 http://wiki.secondlife.com/wiki/Physics_Material_Settings_test
170Avatar attachments have no mass? http://forums-archive.secondlife.com/54/f0/31796/1.html
171
172INTERNAL IMPROVEMENT/CLEANUP
173=================================================
174Create the physical wrapper classes (BulletBody, BulletShape) by methods on
175 BSAPITemplate and make their actual implementation Bullet engine specific.
176 For the short term, just call the existing functions in ShapeCollection.
177Consider moving prim/character body and shape destruction in destroy()
178 to postTimeTime rather than protecting all the potential sets that
179 might have been queued up.
180Remove unused fields from ShapeData (not used in API2)
181Remove unused fields from pinned memory shared parameter block
182 Create parameter variables in BSScene to replace same.
183Breakout code for mesh/hull/compound/native into separate BSShape* classes
184 Standardize access to building and reference code.
185 The skeleton classes are in the sources but are not complete or linked in.
186Make BSBody and BSShape real classes to centralize creation/changin/destruction
187 Convert state and parameter calls from BulletSimAPI direct calls to
188 calls on BSBody and BSShape
189Generalize Dynamics and PID with standardized motors.
190Generalize Linkset and vehicles into PropertyManagers
191 Methods for Refresh, RemoveBodyDependencies, RestoreBodyDependencies
192 Potentially add events for shape destruction, etc.
193Complete implemention of preStepActions
194 Replace vehicle step call with prestep event.
195 Is there a need for postStepActions? postStepTaints?
196Implement linkset by setting position of children when root updated. (LinksetManual)
197 Linkset implementation using manual prim movement.
198LinkablePrim class? Would that simplify/centralize the linkset logic?
199BSScene.UpdateParameterSet() is broken. How to set params on objects?
200Remove HeightmapInfo from terrain specification
201 Since C++ code does not need terrain height, this structure et al are not needed.
202Add floating motor for BS_FLOATS_ON_WATER so prim and avatar will
203 bob at the water level. BSPrim.PositionSanityCheck().
204Should taints check for existance or activeness of target?
205 When destroying linksets/etc, taints can be generated for objects that are
206 actually gone when the taint happens. Crashes don't happen because the taint closure
207 keeps the object from being freed, but that is just an accident.
208 Possibly have and 'active' flag that is checked by the taint processor?
209Parameters for physics logging should be moved from BSScene to BSParam (at least boolean ones)
210Can some of the physical wrapper classes (BulletBody, BulletWorld, BulletShape) be 'sealed'?
211There are TOO MANY interfaces from BulletSim core to Bullet itself
212 Think of something to eliminate one or more of the layers
213
214THREADING
215=================================================
216Do taint action immediately if not actually executing Bullet.
217 Add lock around Bullet execution and just do taint actions if simulation is not happening.
218
219DONE DONE DONE DONE
220=================================================
221Cleanup code in BSDynamics by using motors. (Resolution: started)
222Consider implementing terrain with a mesh rather than heightmap. (Resolution: done)
223 Would have better and adjustable resolution.
224Build terrain mesh so heighmap is height of the center of the square meter.
225 Resolution: NOT DONE: SL and ODE define meter square as being at one corner with one diagional.
226Terrain as mesh. (Resolution: done)
227How are static linksets seen by the physics engine?
228 Resolution: they are not linked in physics. When moved, all the children are repositioned.
229Convert BSCharacter to use all API2 (Resolution: done)
230Avatar pushing difficult (too heavy?)
231Use asset service passed to BulletSim to get sculptie bodies, etc. (Resolution: done)
232Remove old code in DLL (all non-API2 stuff). (Resolution: done)
233Measurements of mega-physical prim performance (with graph) (Resolution: done, email)
234Debug Bullet internal stats output (why is timing all wrong?)
235 Resolution: Bullet stats logging only works with a single instance of Bullet (one region).
236Implement meshes or just verify that they work. (Resolution: they do!)
237Do prim hash codes work for sculpties and meshes? (Resolution: yes)
238Linkset implementation using compound shapes. (Resolution: implemented LinksetCompound)
239 Compound shapes will need the LocalID in the shapes and collision
240 processing to get it from there.
241Light cycle not banking (Resolution: It doesn't. Banking is roll adding yaw.)
242Package Bullet source mods for Bullet internal stats output
243 (Resolution: move code into WorldData.h rather than relying on patches)
244Single prim vehicles don't seem to properly vehiclize.
245 (Resolution: mass was not getting set properly for single prim linksets)
246Add material type linkage and input all the material property definitions.
247 Skeleton classes and table are in the sources but are not filled or used.
248 (Resolution:
249Neb vehicle taking > 25ms of physics time!!
250 (Resolution: compound linksets were being rebuild WAY too often)
251Avatar height off after unsitting (floats off ground)
252 Editting appearance then moving restores.
253 Must not be initializing height when recreating capsule after unsit.
254 (Resolution: confusion of scale vs size for native objects removed)
255Light cycle falling over when driving (Resolution: implemented angularMotorUp)
256Should vehicle angular/linear movement friction happen after all the components
257 or does it only apply to the basic movement?
258 (Resolution: friction added before returning newly computed motor value.
259 What is expected by some vehicles (turning up friction to moderate speed))
260Tune terrain/object friction to be closer to SL.
261 (Resolution: added material type with friction and resolution)
262Smooth avatar movement with motor (DONE)
263 Should motor update be all at taint-time? (Yes, DONE)
264 Fix avatar slowly sliding when standing (zero motion when stopped) (DONE)
265 (Resolution: added BSVMotor for avatar starting and stopping)
266llApplyImpulse()
267 Compare mass/movement in OS and SL. Calibrate actions. (DONE)
268 (Resolution: tested on SL and OS. AddForce scales the force for timestep)
269llSetBuoyancy() (DONE)
270 (Resolution: Bullet resets object gravity when added to world. Moved set gravity)
271Avatar density is WAY off. Compare and calibrate with what's in SL. (DONE)
272 (Resolution: set default density to 3.5 (from 60) which is closer to SL)