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1CURRENT PRIORITIES
2=================================================
3One sided meshes? Should terrain be built into a closed shape?
4 When meshes get partially wedged into the terrain, they cannot push themselves out.
5 It is possible that Bullet processes collisions whether entering or leaving a mesh.
6 Ref: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4869
7Deleting a linkset while standing on the root will leave the physical shape of the root behind.
8 Not sure if it is because standing on it. Done with large prim linksets.
9Terrain detail: double terrain mesh detail
10Vehicle angular vertical attraction
11vehicle angular banking
12Center-of-gravity
13Vehicle angular deflection
14 Preferred orientation angular correction fix
15when should angular and linear motor targets be zeroed? when selected?
16 Need a vehicle.clear()? Or an 'else' in prestep if not physical.
17Teravus llMoveToTarget script debug
18 Mixing of hover, buoyancy/gravity, moveToTarget, into one force
19 Setting hover height to zero disables hover even if hover flags are on (from SL wiki)
20Nebadon vehicles turning funny in arena
21limitMotorUp calibration (more down?)
22llRotLookAt
23llLookAt
24Avatars walking up stairs (HALF DONE)
25Avatar movement
26 flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE)
27 walking up stairs is not calibrated correctly (stairs out of Kepler cabin)
28 avatar capsule rotation completed (NOT DONE - Bullet's capsule shape is not the solution)
29Enable vehicle border crossings (at least as poorly as ODE)
30 Terrain skirts
31 Avatar created in previous region and not new region when crossing border
32 Vehicle recreated in new sim at small Z value (offset from root value?) (DONE)
33Vehicle script tuning/debugging
34 Avanti speed script
35 Weapon shooter script
36Add material densities to the material types
37
38VEHICLES TODO LIST:
39=================================================
40Border crossing with linked vehicle causes crash
41 20121129.1411: editting/moving phys object across region boundries causes crash
42 getPos-> btRigidBody::upcast -> getBodyType -> BOOM
43Vehicles (Move smoothly)
44Some vehicles should not be able to turn if no speed or off ground.
45What to do if vehicle and prim buoyancy differ?
46Cannot edit/move a vehicle being ridden: it jumps back to the origional position.
47Neb car jiggling left and right
48 Happens on terrain and any other mesh object. Flat cubes are much smoother.
49 This has been reduced but not eliminated.
50Implement referenceFrame for all the motion routines.
51For limitMotorUp, use raycast down to find if vehicle is in the air.
52Verify llGetVel() is returning a smooth and good value for vehicle movement.
53llGetVel() should return the root's velocity if requested in a child prim.
54Implement function efficiency for lineaar and angular motion.
55After getting off a vehicle, the root prim is phantom (can be walked through)
56 Need to force a position update for the root prim after compound shape destruction
57Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint)
58Remove vehicle angular velocity zeroing in BSPrim.UpdateProperties().
59 A kludge that isn't fixing the real problem of Bullet adding extra motion.
60Incorporate inter-relationship of angular corrections. For instance, angularDeflection
61 and angularMotorUp will compute same X or Y correction. When added together
62 creates over-correction and over-shoot and wabbling.
63Vehicle attributes are not restored when a vehicle is rezzed on region creation
64 Create vehicle, setup vehicle properties, restart region, vehicle is not reinitialized.
65
66GENERAL TODO LIST:
67=================================================
68Level-of-detail for mesh creation. Prims with circular interiors require lod of 32.
69 Is much saved with lower LODs? At the moment, all set to 32.
70Collisions are inconsistant: arrows are supposed to hit and report collision. Often don't.
71 If arrow show at prim, collision reported about 1/3 of time. If collision reported,
72 both arrow and prim report it. The arrow bounces off the prim 9 out of 10 times.
73 Shooting 5m sphere "arrows" at 60m/s.
74llMoveToTarget objects are not effected by gravity until target is removed.
75Compute CCD parameters based on body size
76Can solver iterations be changed per body/shape? Can be for constraints but what
77 about regular vehicles?
78Implement llSetPhysicalMaterial.
79 extend it with Center-of-mass, rolling friction, density
80Implement llSetForceAndTorque.
81Change BSPrim.moveToTarget to used forces rather than changing position
82 Changing position allows one to move through walls
83Implement an avatar mesh shape. The Bullet capsule is way too limited.
84 Consider just hand creating a vertex/index array in a new BSShapeAvatar.
85Verify/fix phantom, volume-detect objects do not fall to infinity. Should stop at terrain.
86Revisit CollisionMargin. Builders notice the 0.04 spacing between prims.
87Duplicating a physical prim causes old prim to jump away
88 Dup a phys prim and the original become unselected and thus interacts w/ selected prim.
89Scenes with hundred of thousands of static objects take a lot of physics CPU time.
90BSPrim.Force should set a continious force on the prim. The force should be
91 applied each tick. Some limits?
92Gun sending shooter flying.
93Collision margin (gap between physical objects lying on each other)
94Boundry checking (crashes related to crossing boundry)
95 Add check for border edge position for avatars and objects.
96 Verify the events are created for border crossings.
97Avatar rotation (check out changes to ScenePresence for physical rotation)
98Avatar running (what does phys engine need to do?)
99Small physical objects do not interact correctly
100 Create chain of .5x.5x.1 torui and make all but top physical so to hang.
101 The chain will fall apart and pairs will dance around on ground
102 Chains of 1x1x.2 will stay connected but will dance.
103 Chains above 2x2x.4 are more stable and get stablier as torui get larger.
104Add PID motor for avatar movement (slow to stop, ...)
105setForce should set a constant force. Different than AddImpulse.
106Implement raycast.
107Implement ShapeCollection.Dispose()
108Implement water as a plain so raycasting and collisions can happen with same.
109Add collision penetration return
110 Add field passed back by BulletSim.dll and fill with info in ManifoldConstact.GetDistance()
111Add osGetPhysicsEngineName() so scripters can tell whether BulletSim or ODE
112 Also osGetPhysicsEngineVerion() maybe.
113Linkset.Position and Linkset.Orientation requre rewrite to properly return
114 child position. LinksetConstraint acts like it's at taint time!!
115Implement LockAngularMotion -- implements llSetStatus(ROTATE_AXIS_*, T/F)
116Should the different PID factors have non-equal contributions for different
117 values of Efficiency?
118Selecting and deselecting physical objects causes CPU processing time to jump
119 http://www.youtube.com/watch?v=Hjg57fWg8yI&hd=1
120 put thousand physical objects, select and deselect same. CPU time will be large.
121Re-implement buoyancy as a separate force on the object rather than diddling gravity.
122 Register a pre-step event to add the force.
123More efficient memory usage when passing hull information from BSPrim to BulletSim
124Avatar movement motor check for zero or small movement. Somehow suppress small movements
125 when avatar has stopped and is just standing. Simple test for near zero has
126 the problem of preventing starting up (increase from zero) especially when falling.
127Physical and phantom will drop through the terrain
128
129
130LINKSETS
131======================================================
132Child prims do not report collisions
133Allow children of a linkset to be phantom:
134 http://opensim-dev.2196679.n2.nabble.com/Setting-a-single-child-prim-to-Phantom-tp7578513.html
135 Add OS_STATUS_PHANTOM_PRIM to llSetLinkPrimitaveParamsFast.
136Editing a child of a linkset causes the child to go phantom
137 Move a child prim once when it is physical and can never move it again without it going phantom
138Offset the center of the linkset to be the geometric center of all the prims
139 Not quite the same as the center-of-gravity
140Linksets should allow collisions to individual children
141 Add LocalID to children shapes in LinksetCompound and create events for individuals
142LinksetCompound: when one of the children changes orientation (like tires
143 turning on a vehicle, the whole compound object is rebuilt. Optimize this
144 so orientation/position of individual children can change without a rebuild.
145Verify/think through scripts in children of linksets. What do they reference
146 and return when getting position, velocity, ...
147Confirm constraint linksets still work after making all the changes for compound linksets.
148Use PostTaint callback to do rebuilds for constraint linksets to reduce rebuilding
149Add 'changed' flag or similar to reduce the number of times a linkset is rebuilt.
150 For compound linksets, add ability to remove or reposition individual child shapes.
151Speed up creation of large physical linksets
152 For instance, sitting in Neb's car (130 prims) takes several seconds to become physical.
153 REALLY bad for very large physical linksets (freezes the sim for many seconds).
154Eliminate collisions between objects in a linkset. (LinksetConstraint)
155 Have UserPointer point to struct with localID and linksetID?
156 Objects in original linkset still collide with each other?
157
158MORE
159======================================================
160Create tests for different interface components
161 Have test objects/scripts measure themselves and turn color if correct/bad
162 Test functions in SL and calibrate correctness there
163 Create auto rezzer and tracker to run through the tests
164Use the HACD convex hull routine in Bullet rather than the C# version.
165Do we need to do convex hulls all the time? Can complex meshes be left meshes?
166 There is some problem with meshes and collisions
167 Hulls are not as detailed as meshes. Hulled vehicles insides are different shape.
168Debounce avatar contact so legs don't keep folding up when standing.
169Implement LSL physics controls. Like STATUS_ROTATE_X.
170Add border extensions to terrain to help region crossings and objects leaving region.
171Use a different capsule shape for avatar when sitting
172 LL uses a pyrimidal shape scaled by the avatar's bounding box
173 http://wiki.secondlife.com/wiki/File:Avmeshforms.png
174Performance test with lots of avatars. Can BulletSim support a thousand?
175Optimize collisions in C++: only send up to the object subscribed to collisions.
176 Use collision subscription and remove the collsion(A,B) and collision(B,A)
177Check whether SimMotionState needs large if statement (see TODO).
178Implement 'top colliders' info.
179Avatar jump
180Performance measurement and changes to make quicker.
181Implement detailed physics stats (GetStats()).
182Measure performance improvement from hulls
183Test not using ghost objects for volume detect implementation.
184Performance of closures and delegates for taint processing
185 Are there faster ways?
186 Is any slowdown introduced by the existing implementation significant?
187Is there are more efficient method of implementing pre and post step actions?
188 See http://www.codeproject.com/Articles/29922/Weak-Events-in-C
189Physics Arena central pyramid: why is one side permiable?
190In SL, perfect spheres don't seem to have rolling friction. Add special case.
191Enforce physical parameter min/max:
192 Gravity: [-1, 28]
193 Friction: [0, 255]
194 Density: [1, 22587]
195 Restitution [0, 1]
196 http://wiki.secondlife.com/wiki/Physics_Material_Settings_test
197Avatar attachments have no mass? http://forums-archive.secondlife.com/54/f0/31796/1.html
198Keep avatar scaling correct. http://pennycow.blogspot.fr/2011/07/matter-of-scale.html
199
200INTERNAL IMPROVEMENT/CLEANUP
201=================================================
202Can the 'inTaintTime' flag be cleaned up and used? For instance, a call to
203 BSScene.TaintedObject() could immediately execute the callback if already in taint time.
204Create the physical wrapper classes (BulletBody, BulletShape) by methods on
205 BSAPITemplate and make their actual implementation Bullet engine specific.
206 For the short term, just call the existing functions in ShapeCollection.
207Consider moving prim/character body and shape destruction in destroy()
208 to postTimeTime rather than protecting all the potential sets that
209 might have been queued up.
210Remove unused fields from ShapeData (not used in API2)
211Remove unused fields from pinned memory shared parameter block
212 Create parameter variables in BSScene to replace same.
213Breakout code for mesh/hull/compound/native into separate BSShape* classes
214 Standardize access to building and reference code.
215 The skeleton classes are in the sources but are not complete or linked in.
216Make BSBody and BSShape real classes to centralize creation/changin/destruction
217 Convert state and parameter calls from BulletSimAPI direct calls to
218 calls on BSBody and BSShape
219Generalize Dynamics and PID with standardized motors.
220Generalize Linkset and vehicles into PropertyManagers
221 Methods for Refresh, RemoveBodyDependencies, RestoreBodyDependencies
222 Potentially add events for shape destruction, etc.
223Better mechanism for resetting linkset set and vehicle parameters when body rebuilt.
224 BSPrim.CreateGeomAndObject is kludgy with the callbacks, etc.
225Implement linkset by setting position of children when root updated. (LinksetManual)
226 Linkset implementation using manual prim movement.
227LinkablePrim class? Would that simplify/centralize the linkset logic?
228BSScene.UpdateParameterSet() is broken. How to set params on objects?
229Add floating motor for BS_FLOATS_ON_WATER so prim and avatar will
230 bob at the water level. BSPrim.PositionSanityCheck()
231Should taints check for existance or activeness of target?
232 When destroying linksets/etc, taints can be generated for objects that are
233 actually gone when the taint happens. Crashes don't happen because the taint closure
234 keeps the object from being freed, but that is just an accident.
235 Possibly have an 'active' flag that is checked by the taint processor?
236Parameters for physics logging should be moved from BSScene to BSParam (at least boolean ones)
237Can some of the physical wrapper classes (BulletBody, BulletWorld, BulletShape) be 'sealed'?
238There are TOO MANY interfaces from BulletSim core to Bullet itself
239 Think of something to eliminate one or more of the layers
240
241THREADING
242=================================================
243Do taint action immediately if not actually executing Bullet.
244 Add lock around Bullet execution and just do taint actions if simulation is not happening.
245
246DONE DONE DONE DONE
247=================================================
248Cleanup code in BSDynamics by using motors. (Resolution: started)
249Consider implementing terrain with a mesh rather than heightmap. (Resolution: done)
250 Would have better and adjustable resolution.
251Build terrain mesh so heighmap is height of the center of the square meter.
252 Resolution: NOT DONE: SL and ODE define meter square as being at one corner with one diagional.
253Terrain as mesh. (Resolution: done)
254How are static linksets seen by the physics engine?
255 Resolution: they are not linked in physics. When moved, all the children are repositioned.
256Convert BSCharacter to use all API2 (Resolution: done)
257Avatar pushing difficult (too heavy?)
258Use asset service passed to BulletSim to get sculptie bodies, etc. (Resolution: done)
259Remove old code in DLL (all non-API2 stuff). (Resolution: done)
260Measurements of mega-physical prim performance (with graph) (Resolution: done, email)
261Debug Bullet internal stats output (why is timing all wrong?)
262 Resolution: Bullet stats logging only works with a single instance of Bullet (one region).
263Implement meshes or just verify that they work. (Resolution: they do!)
264Do prim hash codes work for sculpties and meshes? (Resolution: yes)
265Linkset implementation using compound shapes. (Resolution: implemented LinksetCompound)
266 Compound shapes will need the LocalID in the shapes and collision
267 processing to get it from there.
268Light cycle not banking (Resolution: It doesn't. Banking is roll adding yaw.)
269Package Bullet source mods for Bullet internal stats output
270 (Resolution: move code into WorldData.h rather than relying on patches)
271Single prim vehicles don't seem to properly vehiclize.
272 (Resolution: mass was not getting set properly for single prim linksets)
273Add material type linkage and input all the material property definitions.
274 Skeleton classes and table are in the sources but are not filled or used.
275 (Resolution:
276Neb vehicle taking > 25ms of physics time!!
277 (Resolution: compound linksets were being rebuild WAY too often)
278Avatar height off after unsitting (floats off ground)
279 Editting appearance then moving restores.
280 Must not be initializing height when recreating capsule after unsit.
281 (Resolution: confusion of scale vs size for native objects removed)
282Light cycle falling over when driving (Resolution: implemented angularMotorUp)
283Should vehicle angular/linear movement friction happen after all the components
284 or does it only apply to the basic movement?
285 (Resolution: friction added before returning newly computed motor value.
286 What is expected by some vehicles (turning up friction to moderate speed))
287Tune terrain/object friction to be closer to SL.
288 (Resolution: added material type with friction and resolution)
289Smooth avatar movement with motor (DONE)
290 Should motor update be all at taint-time? (Yes, DONE)
291 Fix avatar slowly sliding when standing (zero motion when stopped) (DONE)
292 (Resolution: added BSVMotor for avatar starting and stopping)
293llApplyImpulse()
294 Compare mass/movement in OS and SL. Calibrate actions. (DONE)
295 (Resolution: tested on SL and OS. AddForce scales the force for timestep)
296llSetBuoyancy() (DONE)
297 (Resolution: Bullet resets object gravity when added to world. Moved set gravity)
298Avatar density is WAY off. Compare and calibrate with what's in SL. (DONE)
299 (Resolution: set default density to 3.5 (from 60) which is closer to SL)
300Redo BulletSimAPI to allow native C# implementation of Bullet option (DONE)
301 (Resolution: added BSAPITemplate and then interfaces for C++ Bullet and C# BulletXNA
302Meshes rendering as bounding boxes (DONE)
303 (Resolution: Added test for mesh/sculpties in native shapes so it didn't think it was a box)
304llMoveToTarget (Resolution: added simple motor to update the position.)
305Angular motor direction is global coordinates rather than local coordinates (DONE)
306Add vehicle collisions so IsColliding is properly reported. (DONE)
307 Needed for banking, limitMotorUp, movementLimiting, ...
308 (Resolution: added CollisionFlags.BS_VEHICLE_COLLISION and code to use it)
309VehicleAddForce is not scaled by the simulation step but it is only
310 applied for one step. Should it be scaled? (DONE)
311 (Resolution: use force for timed things, Impulse for immediate, non-timed things)
312Complete implemention of preStepActions (DONE)
313 Replace vehicle step call with prestep event.
314 Is there a need for postStepActions? postStepTaints?
315Disable activity of passive linkset children. (DONE)
316 Since the linkset is a compound object, the old prims are left lying
317 around and need to be phantomized so they don't collide, ...
318Remove HeightmapInfo from terrain specification (DONE)
319 Since C++ code does not need terrain height, this structure et al are not needed.
320Surfboard go wonky when turning (DONE)
321 Angular motor direction is global coordinates rather than local coordinates?
322 (Resolution: made angular motor direction correct coordinate system)
323Mantis 6040 script http://opensimulator.org/mantis/view.php?id=6040 (DONE)
324 Msg Kayaker on OSGrid when working
325 (Resolution: LINEAR_DIRECTION is in vehicle coords. Test script does the
326 same in SL as in OS/BulletSim)
327Boats float low in the water (DONE)
328Boats floating at proper level (DONE)
329When is force introduced by SetForce removed? The prestep action could go forever. (DONE)
330 (Resolution: setForce registers a prestep action which keeps applying the force)
331Child movement in linkset (don't rebuild linkset) (DONE 20130122))
332Avatar standing on a moving object should start to move with the object. (DONE 20130125)
333Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE.
334 Verify that angular motion specified around Z moves in the vehicle coordinates.
335 DONE 20130120: BulletSim properly applies force in vehicle relative coordinates. \ No newline at end of file