diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | 64 |
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 @@ | |||
1 | CURRENT PRIORITIES | 1 | CURRENT PROBLEMS TO FIX AND/OR LOOK AT |
2 | ================================================= | 2 | ================================================= |
3 | Use the HACD convex hull routine in Bullet rather than the C# version. | 3 | Vehicle 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 | ||
6 | Computation of mesh mass. How done? How should it be done? | ||
7 | Script 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. | ||
5 | Enable vehicle border crossings (at least as poorly as ODE) | 9 | Enable 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) |
9 | Lock axis | ||
10 | Deleting a linkset while standing on the root will leave the physical shape of the root behind. | 13 | Deleting 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. |
12 | Linkset child rotations. | 15 | Linkset 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. |
18 | Refarb 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 | ||
15 | Vehicle angular vertical attraction | 20 | Vehicle angular vertical attraction |
16 | vehicle angular banking | 21 | vehicle angular banking |
17 | Center-of-gravity | 22 | Center-of-gravity |
18 | Vehicle angular deflection | 23 | Vehicle angular deflection |
19 | Preferred orientation angular correction fix | 24 | Preferred orientation angular correction fix |
20 | when should angular and linear motor targets be zeroed? when selected? | ||
21 | Need a vehicle.clear()? Or an 'else' in prestep if not physical. | ||
22 | Teravus llMoveToTarget script debug | 25 | Teravus 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) |
25 | limitMotorUp calibration (more down?) | 28 | limitMotorUp calibration (more down?) |
26 | llRotLookAt | 29 | llRotLookAt |
27 | llLookAt | 30 | llLookAt |
28 | Avatars walking up stairs (HALF DONE) | 31 | Convert to avatar mesh capsule. Include rotation of capsule. |
29 | Avatar 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) | ||
33 | Vehicle script tuning/debugging | 32 | Vehicle script tuning/debugging |
34 | Avanti speed script | 33 | Avanti speed script |
35 | Weapon shooter script | 34 | Weapon shooter script |
36 | Move material definitions (friction, ...) into simulator. | 35 | Move material definitions (friction, ...) into simulator. |
37 | Add material densities to the material types. | ||
38 | Terrain detail: double terrain mesh detail | ||
39 | One sided meshes? Should terrain be built into a closed shape? | 36 | One 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 | ||
44 | VEHICLES TODO LIST: | 41 | VEHICLES TODO LIST: |
45 | ================================================= | 42 | ================================================= |
46 | Border crossing with linked vehicle causes crash | 43 | LINEAR_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. |
46 | UBit improvements to remove rubber-banding of avatars sitting on vehicle child prims: | ||
47 | https://github.com/UbitUmarov/Ubit-opensim | ||
49 | Vehicles (Move smoothly) | 48 | Vehicles (Move smoothly) |
50 | Some vehicles should not be able to turn if no speed or off ground. | 49 | Some vehicles should not be able to turn if no speed or off ground. |
51 | What to do if vehicle and prim buoyancy differ? | ||
52 | Cannot edit/move a vehicle being ridden: it jumps back to the origional position. | 50 | Cannot edit/move a vehicle being ridden: it jumps back to the origional position. |
53 | Neb car jiggling left and right | 51 | Neb 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. | |||
58 | Verify llGetVel() is returning a smooth and good value for vehicle movement. | 56 | Verify llGetVel() is returning a smooth and good value for vehicle movement. |
59 | llGetVel() should return the root's velocity if requested in a child prim. | 57 | llGetVel() should return the root's velocity if requested in a child prim. |
60 | Implement function efficiency for lineaar and angular motion. | 58 | Implement function efficiency for lineaar and angular motion. |
61 | After 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 | ||
63 | Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint) | 59 | Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint) |
64 | Remove vehicle angular velocity zeroing in BSPrim.UpdateProperties(). | 60 | Remove 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. |
69 | Vehicle attributes are not restored when a vehicle is rezzed on region creation | 65 | Vehicle 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. |
67 | What to do if vehicle and prim buoyancy differ? | ||
71 | 68 | ||
72 | GENERAL TODO LIST: | 69 | GENERAL TODO LIST: |
73 | ================================================= | 70 | ================================================= |
74 | Explore btGImpactMeshShape as alternative to convex hulls for simplified physical objects. | ||
75 | Regular triangle meshes don't do physical collisions. | ||
76 | Resitution of a prim works on another prim but not on terrain. | 71 | Resitution 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. |
78 | Add a sanity check for PIDTarget location. | 73 | Add a sanity check for PIDTarget location. |
@@ -168,6 +163,7 @@ Eliminate collisions between objects in a linkset. (LinksetConstraint) | |||
168 | 163 | ||
169 | MORE | 164 | MORE |
170 | ====================================================== | 165 | ====================================================== |
166 | Compute avatar size and scale correctly. Now it is a bit off from the capsule size. | ||
171 | Create tests for different interface components | 167 | Create 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. |
346 | Nebadon vehicles turning funny in arena (DONE) | 342 | Nebadon vehicles turning funny in arena (DONE) |
343 | Lock axis (DONE 20130401) | ||
344 | Terrain detail: double terrain mesh detail (DONE) | ||
345 | Use the HACD convex hull routine in Bullet rather than the C# version. | ||
346 | Speed up hullifying large meshes. (DONE) | ||
347 | Vehicle 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) | ||
350 | Hitting 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) | ||
353 | Two 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) | ||
356 | Add material densities to the material types. (WILL NOT BE DONE: not how it is done) | ||
357 | Avatars walking up stairs (DONE) | ||
358 | Avatar 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) | ||
362 | After 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) | ||
365 | Explore 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 | |||