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1 | CURRENT PRIORITIES | ||
2 | ================================================= | ||
3 | Redo BulletSimAPI to allow native C# implementation of Bullet option. | ||
4 | Avatar 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 | ||
8 | llMoveToTarget | ||
9 | Enable 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) | ||
13 | Vehicle movement on terrain smoothness | ||
14 | Vehicle script tuning/debugging | ||
15 | Avanti speed script | ||
16 | Weapon shooter script | ||
17 | limitMotorUp calibration (more down?) | ||
18 | Boats float low in the water | ||
19 | Add material densities to the material types. | ||
20 | |||
21 | CRASHES | ||
22 | ================================================= | ||
23 | 20121129.1411: editting/moving phys object across region boundries causes crash | ||
24 | getPos-> btRigidBody::upcast -> getBodyType -> BOOM | ||
25 | 20121128.1600: 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. | ||
28 | 20121206.1434: 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 | |||
32 | VEHICLES TODO LIST: | ||
33 | ================================================= | ||
34 | Angular motor direction is global coordinates rather than local coordinates | ||
35 | Border crossing with linked vehicle causes crash | ||
36 | Vehicles (Move smoothly) | ||
37 | Add vehicle collisions so IsColliding is properly reported. | ||
38 | Needed for banking, limitMotorUp, movementLimiting, ... | ||
39 | VehicleAddForce is not scaled by the simulation step but it is only | ||
40 | applied for one step. Should it be scaled? | ||
41 | Some vehicles should not be able to turn if no speed or off ground. | ||
42 | Cannot edit/move a vehicle being ridden: it jumps back to the origional position. | ||
43 | Neb 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. | ||
46 | Implement referenceFrame for all the motion routines. | ||
47 | Angular 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. | ||
49 | Verify llGetVel() is returning a smooth and good value for vehicle movement. | ||
50 | llGetVel() should return the root's velocity if requested in a child prim. | ||
51 | Implement function efficiency for lineaar and angular motion. | ||
52 | After 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 | ||
54 | Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint) | ||
55 | For limitMotorUp, use raycast down to find if vehicle is in the air. | ||
56 | Remove vehicle angular velocity zeroing in BSPrim.UpdateProperties(). | ||
57 | A kludge that isn't fixing the real problem of Bullet adding extra motion. | ||
58 | Incorporate 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 | |||
62 | BULLETSIM TODO LIST: | ||
63 | ================================================= | ||
64 | Implement an avatar mesh shape. The Bullet capsule is way too limited. | ||
65 | Consider just hand creating a vertex/index array in a new BSShapeAvatar. | ||
66 | Revisit CollisionMargin. Builders notice the 0.04 spacing between prims. | ||
67 | Duplicating 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. | ||
69 | Scenes with hundred of thousands of static objects take a lot of physics CPU time. | ||
70 | BSPrim.Force should set a continious force on the prim. The force should be | ||
71 | applied each tick. Some limits? | ||
72 | Gun sending shooter flying. | ||
73 | Collision margin (gap between physical objects lying on each other) | ||
74 | Boundry 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. | ||
77 | Avatar rotation (check out changes to ScenePresence for physical rotation) | ||
78 | Avatar running (what does phys engine need to do?) | ||
79 | Small 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. | ||
84 | Add PID motor for avatar movement (slow to stop, ...) | ||
85 | setForce should set a constant force. Different than AddImpulse. | ||
86 | Implement raycast. | ||
87 | Implement ShapeCollection.Dispose() | ||
88 | Implement water as a plain so raycasting and collisions can happen with same. | ||
89 | Add osGetPhysicsEngineName() so scripters can tell whether BulletSim or ODE | ||
90 | Also osGetPhysicsEngineVerion() maybe. | ||
91 | Linkset.Position and Linkset.Orientation requre rewrite to properly return | ||
92 | child position. LinksetConstraint acts like it's at taint time!! | ||
93 | Implement LockAngularMotion -- implements llSetStatus(ROTATE_AXIS_*, T/F) | ||
94 | Should the different PID factors have non-equal contributions for different | ||
95 | values of Efficiency? | ||
96 | Selecting 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. | ||
99 | Re-implement buoyancy as a separate force on the object rather than diddling gravity. | ||
100 | Register a pre-step event to add the force. | ||
101 | More efficient memory usage when passing hull information from BSPrim to BulletSim | ||
102 | Avatar 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. | ||
105 | Physical and phantom will drop through the terrain | ||
106 | |||
107 | |||
108 | LINKSETS | ||
109 | ====================================================== | ||
110 | Offset the center of the linkset to be the geometric center of all the prims | ||
111 | Not quite the same as the center-of-gravity | ||
112 | Linksets should allow collisions to individual children | ||
113 | Add LocalID to children shapes in LinksetCompound and create events for individuals | ||
114 | LinksetCompound: 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. | ||
117 | Verify/think through scripts in children of linksets. What do they reference | ||
118 | and return when getting position, velocity, ... | ||
119 | Confirm constraint linksets still work after making all the changes for compound linksets. | ||
120 | Add '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. | ||
122 | Disable 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, ... | ||
125 | Speed 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). | ||
128 | Eliminate 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 | |||
132 | MORE | ||
133 | ====================================================== | ||
134 | Test avatar walking up stairs. How does compare with SL. | ||
135 | Radius of the capsule affects ability to climb edges. | ||
136 | Debounce avatar contact so legs don't keep folding up when standing. | ||
137 | Implement LSL physics controls. Like STATUS_ROTATE_X. | ||
138 | Add border extensions to terrain to help region crossings and objects leaving region. | ||
139 | Use 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 | |||
143 | Performance test with lots of avatars. Can BulletSim support a thousand? | ||
144 | Optimize 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) | ||
146 | Check whether SimMotionState needs large if statement (see TODO). | ||
147 | |||
148 | Implement 'top colliders' info. | ||
149 | Avatar jump | ||
150 | Performance measurement and changes to make quicker. | ||
151 | Implement detailed physics stats (GetStats()). | ||
152 | |||
153 | Measure performance improvement from hulls | ||
154 | Test not using ghost objects for volume detect implementation. | ||
155 | Performance of closures and delegates for taint processing | ||
156 | Are there faster ways? | ||
157 | Is any slowdown introduced by the existing implementation significant? | ||
158 | Is 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 | |||
161 | Physics Arena central pyramid: why is one side permiable? | ||
162 | |||
163 | In SL, perfect spheres don't seem to have rolling friction. Add special case. | ||
164 | Enforce 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 | ||
170 | Avatar attachments have no mass? http://forums-archive.secondlife.com/54/f0/31796/1.html | ||
171 | |||
172 | INTERNAL IMPROVEMENT/CLEANUP | ||
173 | ================================================= | ||
174 | Create 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. | ||
177 | Consider 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. | ||
180 | Remove unused fields from ShapeData (not used in API2) | ||
181 | Remove unused fields from pinned memory shared parameter block | ||
182 | Create parameter variables in BSScene to replace same. | ||
183 | Breakout 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. | ||
186 | Make 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 | ||
189 | Generalize Dynamics and PID with standardized motors. | ||
190 | Generalize Linkset and vehicles into PropertyManagers | ||
191 | Methods for Refresh, RemoveBodyDependencies, RestoreBodyDependencies | ||
192 | Potentially add events for shape destruction, etc. | ||
193 | Complete implemention of preStepActions | ||
194 | Replace vehicle step call with prestep event. | ||
195 | Is there a need for postStepActions? postStepTaints? | ||
196 | Implement linkset by setting position of children when root updated. (LinksetManual) | ||
197 | Linkset implementation using manual prim movement. | ||
198 | LinkablePrim class? Would that simplify/centralize the linkset logic? | ||
199 | BSScene.UpdateParameterSet() is broken. How to set params on objects? | ||
200 | Remove HeightmapInfo from terrain specification | ||
201 | Since C++ code does not need terrain height, this structure et al are not needed. | ||
202 | Add floating motor for BS_FLOATS_ON_WATER so prim and avatar will | ||
203 | bob at the water level. BSPrim.PositionSanityCheck(). | ||
204 | Should 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? | ||
209 | Parameters for physics logging should be moved from BSScene to BSParam (at least boolean ones) | ||
210 | Can some of the physical wrapper classes (BulletBody, BulletWorld, BulletShape) be 'sealed'? | ||
211 | There are TOO MANY interfaces from BulletSim core to Bullet itself | ||
212 | Think of something to eliminate one or more of the layers | ||
213 | |||
214 | THREADING | ||
215 | ================================================= | ||
216 | Do 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 | |||
219 | DONE DONE DONE DONE | ||
220 | ================================================= | ||
221 | Cleanup code in BSDynamics by using motors. (Resolution: started) | ||
222 | Consider implementing terrain with a mesh rather than heightmap. (Resolution: done) | ||
223 | Would have better and adjustable resolution. | ||
224 | Build 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. | ||
226 | Terrain as mesh. (Resolution: done) | ||
227 | How are static linksets seen by the physics engine? | ||
228 | Resolution: they are not linked in physics. When moved, all the children are repositioned. | ||
229 | Convert BSCharacter to use all API2 (Resolution: done) | ||
230 | Avatar pushing difficult (too heavy?) | ||
231 | Use asset service passed to BulletSim to get sculptie bodies, etc. (Resolution: done) | ||
232 | Remove old code in DLL (all non-API2 stuff). (Resolution: done) | ||
233 | Measurements of mega-physical prim performance (with graph) (Resolution: done, email) | ||
234 | Debug Bullet internal stats output (why is timing all wrong?) | ||
235 | Resolution: Bullet stats logging only works with a single instance of Bullet (one region). | ||
236 | Implement meshes or just verify that they work. (Resolution: they do!) | ||
237 | Do prim hash codes work for sculpties and meshes? (Resolution: yes) | ||
238 | Linkset 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. | ||
241 | Light cycle not banking (Resolution: It doesn't. Banking is roll adding yaw.) | ||
242 | Package Bullet source mods for Bullet internal stats output | ||
243 | (Resolution: move code into WorldData.h rather than relying on patches) | ||
244 | Single prim vehicles don't seem to properly vehiclize. | ||
245 | (Resolution: mass was not getting set properly for single prim linksets) | ||
246 | Add 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: | ||
249 | Neb vehicle taking > 25ms of physics time!! | ||
250 | (Resolution: compound linksets were being rebuild WAY too often) | ||
251 | Avatar 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) | ||
255 | Light cycle falling over when driving (Resolution: implemented angularMotorUp) | ||
256 | Should 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)) | ||
260 | Tune terrain/object friction to be closer to SL. | ||
261 | (Resolution: added material type with friction and resolution) | ||
262 | Smooth 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) | ||
266 | llApplyImpulse() | ||
267 | Compare mass/movement in OS and SL. Calibrate actions. (DONE) | ||
268 | (Resolution: tested on SL and OS. AddForce scales the force for timestep) | ||
269 | llSetBuoyancy() (DONE) | ||
270 | (Resolution: Bullet resets object gravity when added to world. Moved set gravity) | ||
271 | Avatar 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) | ||