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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt64
1 files changed, 43 insertions, 21 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
index 8a15abe..4357ef1 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
@@ -1,41 +1,38 @@
1CURRENT PRIORITIES 1CURRENT PROBLEMS TO FIX AND/OR LOOK AT
2================================================= 2=================================================
3Use the HACD convex hull routine in Bullet rather than the C# version. 3Vehicle buoyancy. Computed correctly? Possibly creating very large effective mass.
4 Speed up hullifying large meshes. 4 Interaction of llSetBuoyancy and vehicle buoyancy. Should be additive?
5 Negative buoyancy computed correctly
6Computation of mesh mass. How done? How should it be done?
7Script changing rotation of child prim while vehicle moving (eg turning wheel) causes
8 the wheel to appear to jump back. Looks like sending position from previous update.
5Enable vehicle border crossings (at least as poorly as ODE) 9Enable vehicle border crossings (at least as poorly as ODE)
6 Terrain skirts 10 Terrain skirts
7 Avatar created in previous region and not new region when crossing border 11 Avatar created in previous region and not new region when crossing border
8 Vehicle recreated in new sim at small Z value (offset from root value?) (DONE) 12 Vehicle recreated in new sim at small Z value (offset from root value?) (DONE)
9Lock axis
10Deleting a linkset while standing on the root will leave the physical shape of the root behind. 13Deleting a linkset while standing on the root will leave the physical shape of the root behind.
11 Not sure if it is because standing on it. Done with large prim linksets. 14 Not sure if it is because standing on it. Done with large prim linksets.
12Linkset child rotations. 15Linkset child rotations.
13 Nebadon spiral tube has middle sections which are rotated wrong. 16 Nebadon spiral tube has middle sections which are rotated wrong.
14 Select linked spiral tube. Delink and note where the middle section ends up. 17 Select linked spiral tube. Delink and note where the middle section ends up.
18Refarb compound linkset creation to create a pseudo-root for center-of-mass
19 Let children change their shape to physical indendently and just add shapes to compound
15Vehicle angular vertical attraction 20Vehicle angular vertical attraction
16vehicle angular banking 21vehicle angular banking
17Center-of-gravity 22Center-of-gravity
18Vehicle angular deflection 23Vehicle angular deflection
19 Preferred orientation angular correction fix 24 Preferred orientation angular correction fix
20when should angular and linear motor targets be zeroed? when selected?
21 Need a vehicle.clear()? Or an 'else' in prestep if not physical.
22Teravus llMoveToTarget script debug 25Teravus llMoveToTarget script debug
23 Mixing of hover, buoyancy/gravity, moveToTarget, into one force 26 Mixing of hover, buoyancy/gravity, moveToTarget, into one force
24 Setting hover height to zero disables hover even if hover flags are on (from SL wiki) 27 Setting hover height to zero disables hover even if hover flags are on (from SL wiki)
25limitMotorUp calibration (more down?) 28limitMotorUp calibration (more down?)
26llRotLookAt 29llRotLookAt
27llLookAt 30llLookAt
28Avatars walking up stairs (HALF DONE) 31Convert to avatar mesh capsule. Include rotation of capsule.
29Avatar movement
30 flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE)
31 walking up stairs is not calibrated correctly (stairs out of Kepler cabin)
32 avatar capsule rotation completed (NOT DONE - Bullet's capsule shape is not the solution)
33Vehicle script tuning/debugging 32Vehicle script tuning/debugging
34 Avanti speed script 33 Avanti speed script
35 Weapon shooter script 34 Weapon shooter script
36Move material definitions (friction, ...) into simulator. 35Move material definitions (friction, ...) into simulator.
37Add material densities to the material types.
38Terrain detail: double terrain mesh detail
39One sided meshes? Should terrain be built into a closed shape? 36One sided meshes? Should terrain be built into a closed shape?
40 When meshes get partially wedged into the terrain, they cannot push themselves out. 37 When meshes get partially wedged into the terrain, they cannot push themselves out.
41 It is possible that Bullet processes collisions whether entering or leaving a mesh. 38 It is possible that Bullet processes collisions whether entering or leaving a mesh.
@@ -43,12 +40,13 @@ One sided meshes? Should terrain be built into a closed shape?
43 40
44VEHICLES TODO LIST: 41VEHICLES TODO LIST:
45================================================= 42=================================================
46Border crossing with linked vehicle causes crash 43LINEAR_MOTOR_DIRECTION values should be clamped to reasonable numbers.
47 20121129.1411: editting/moving phys object across region boundries causes crash 44 What are the limits in SL?
48 getPos-> btRigidBody::upcast -> getBodyType -> BOOM 45 Same for other velocity settings.
46UBit improvements to remove rubber-banding of avatars sitting on vehicle child prims:
47 https://github.com/UbitUmarov/Ubit-opensim
49Vehicles (Move smoothly) 48Vehicles (Move smoothly)
50Some vehicles should not be able to turn if no speed or off ground. 49Some vehicles should not be able to turn if no speed or off ground.
51What to do if vehicle and prim buoyancy differ?
52Cannot edit/move a vehicle being ridden: it jumps back to the origional position. 50Cannot edit/move a vehicle being ridden: it jumps back to the origional position.
53Neb car jiggling left and right 51Neb car jiggling left and right
54 Happens on terrain and any other mesh object. Flat cubes are much smoother. 52 Happens on terrain and any other mesh object. Flat cubes are much smoother.
@@ -58,8 +56,6 @@ For limitMotorUp, use raycast down to find if vehicle is in the air.
58Verify llGetVel() is returning a smooth and good value for vehicle movement. 56Verify llGetVel() is returning a smooth and good value for vehicle movement.
59llGetVel() should return the root's velocity if requested in a child prim. 57llGetVel() should return the root's velocity if requested in a child prim.
60Implement function efficiency for lineaar and angular motion. 58Implement function efficiency for lineaar and angular motion.
61After getting off a vehicle, the root prim is phantom (can be walked through)
62 Need to force a position update for the root prim after compound shape destruction
63Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint) 59Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint)
64Remove vehicle angular velocity zeroing in BSPrim.UpdateProperties(). 60Remove vehicle angular velocity zeroing in BSPrim.UpdateProperties().
65 A kludge that isn't fixing the real problem of Bullet adding extra motion. 61 A kludge that isn't fixing the real problem of Bullet adding extra motion.
@@ -68,11 +64,10 @@ Incorporate inter-relationship of angular corrections. For instance, angularDefl
68 creates over-correction and over-shoot and wabbling. 64 creates over-correction and over-shoot and wabbling.
69Vehicle attributes are not restored when a vehicle is rezzed on region creation 65Vehicle attributes are not restored when a vehicle is rezzed on region creation
70 Create vehicle, setup vehicle properties, restart region, vehicle is not reinitialized. 66 Create vehicle, setup vehicle properties, restart region, vehicle is not reinitialized.
67What to do if vehicle and prim buoyancy differ?
71 68
72GENERAL TODO LIST: 69GENERAL TODO LIST:
73================================================= 70=================================================
74Explore btGImpactMeshShape as alternative to convex hulls for simplified physical objects.
75 Regular triangle meshes don't do physical collisions.
76Resitution of a prim works on another prim but not on terrain. 71Resitution of a prim works on another prim but not on terrain.
77 The dropped prim doesn't bounce properly on the terrain. 72 The dropped prim doesn't bounce properly on the terrain.
78Add a sanity check for PIDTarget location. 73Add a sanity check for PIDTarget location.
@@ -168,6 +163,7 @@ Eliminate collisions between objects in a linkset. (LinksetConstraint)
168 163
169MORE 164MORE
170====================================================== 165======================================================
166Compute avatar size and scale correctly. Now it is a bit off from the capsule size.
171Create tests for different interface components 167Create tests for different interface components
172 Have test objects/scripts measure themselves and turn color if correct/bad 168 Have test objects/scripts measure themselves and turn color if correct/bad
173 Test functions in SL and calibrate correctness there 169 Test functions in SL and calibrate correctness there
@@ -344,3 +340,29 @@ Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE.
344 Verify that angular motion specified around Z moves in the vehicle coordinates. 340 Verify that angular motion specified around Z moves in the vehicle coordinates.
345 DONE 20130120: BulletSim properly applies force in vehicle relative coordinates. 341 DONE 20130120: BulletSim properly applies force in vehicle relative coordinates.
346Nebadon vehicles turning funny in arena (DONE) 342Nebadon vehicles turning funny in arena (DONE)
343Lock axis (DONE 20130401)
344Terrain detail: double terrain mesh detail (DONE)
345Use the HACD convex hull routine in Bullet rather than the C# version.
346 Speed up hullifying large meshes. (DONE)
347Vehicle ride, get up, ride again. Second time vehicle does not act correctly.
348 Have to rez new vehicle and delete the old to fix situation.
349 (DONE 20130520: normalize rotations)
350Hitting RESET on Nebadon's vehicle while riding causes vehicle to get into odd
351 position state where it will not settle onto ground properly, etc
352 (DONE 20130520: normalize rotations)
353Two of Nebadon vehicles in a sim max the CPU. This is new.
354 (DONE 20130520: two problems: if asset failed to mesh, constantly refetched
355 asset; vehicle was sending too many messages to all linkset members)
356Add material densities to the material types. (WILL NOT BE DONE: not how it is done)
357Avatars walking up stairs (DONE)
358Avatar movement
359 flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE)
360 walking up stairs is not calibrated correctly (stairs out of Kepler cabin) (DONE)
361 avatar capsule rotation completed (NOT DONE - Bullet's capsule shape is not the solution)
362After getting off a vehicle, the root prim is phantom (can be walked through)
363 Need to force a position update for the root prim after compound shape destruction
364 (DONE)
365Explore btGImpactMeshShape as alternative to convex hulls for simplified physical objects.
366 Regular triangle meshes don't do physical collisions.
367 (DONE: discovered GImpact is VERY CPU intensive)
368