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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt28
1 files changed, 22 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
index 8a15abe..df1da63 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
@@ -1,17 +1,23 @@
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. 3Script changing rotation of child prim while vehicle moving (eg turning wheel) causes
4 Speed up hullifying large meshes. 4 the wheel to appear to jump back. Looks like sending position from previous update.
5Vehicle ride, get up, ride again. Second time vehicle does not act correctly.
6 Have to rez new vehicle and delete the old to fix situation.
7Hitting RESET on Nebadon's vehicle while riding causes vehicle to get into odd
8 position state where it will not settle onto ground properly, etc
9Two of Nebadon vehicles in a sim max the CPU. This is new.
5Enable vehicle border crossings (at least as poorly as ODE) 10Enable vehicle border crossings (at least as poorly as ODE)
6 Terrain skirts 11 Terrain skirts
7 Avatar created in previous region and not new region when crossing border 12 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) 13 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. 14Deleting 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. 15 Not sure if it is because standing on it. Done with large prim linksets.
12Linkset child rotations. 16Linkset child rotations.
13 Nebadon spiral tube has middle sections which are rotated wrong. 17 Nebadon spiral tube has middle sections which are rotated wrong.
14 Select linked spiral tube. Delink and note where the middle section ends up. 18 Select linked spiral tube. Delink and note where the middle section ends up.
19Refarb compound linkset creation to create a pseudo-root for center-of-mass
20 Let children change their shape to physical indendently and just add shapes to compound
15Vehicle angular vertical attraction 21Vehicle angular vertical attraction
16vehicle angular banking 22vehicle angular banking
17Center-of-gravity 23Center-of-gravity
@@ -28,14 +34,13 @@ llLookAt
28Avatars walking up stairs (HALF DONE) 34Avatars walking up stairs (HALF DONE)
29Avatar movement 35Avatar movement
30 flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE) 36 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) 37 walking up stairs is not calibrated correctly (stairs out of Kepler cabin) (DONE)
32 avatar capsule rotation completed (NOT DONE - Bullet's capsule shape is not the solution) 38 avatar capsule rotation completed (NOT DONE - Bullet's capsule shape is not the solution)
33Vehicle script tuning/debugging 39Vehicle script tuning/debugging
34 Avanti speed script 40 Avanti speed script
35 Weapon shooter script 41 Weapon shooter script
36Move material definitions (friction, ...) into simulator. 42Move material definitions (friction, ...) into simulator.
37Add material densities to the material types. 43Add material densities to the material types.
38Terrain detail: double terrain mesh detail
39One sided meshes? Should terrain be built into a closed shape? 44One sided meshes? Should terrain be built into a closed shape?
40 When meshes get partially wedged into the terrain, they cannot push themselves out. 45 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. 46 It is possible that Bullet processes collisions whether entering or leaving a mesh.
@@ -43,6 +48,11 @@ One sided meshes? Should terrain be built into a closed shape?
43 48
44VEHICLES TODO LIST: 49VEHICLES TODO LIST:
45================================================= 50=================================================
51LINEAR_MOTOR_DIRECTION values should be clamped to reasonable numbers.
52 What are the limits in SL?
53 Same for other velocity settings.
54UBit improvements to remove rubber-banding of avatars sitting on vehicle child prims:
55 https://github.com/UbitUmarov/Ubit-opensim
46Border crossing with linked vehicle causes crash 56Border crossing with linked vehicle causes crash
47 20121129.1411: editting/moving phys object across region boundries causes crash 57 20121129.1411: editting/moving phys object across region boundries causes crash
48 getPos-> btRigidBody::upcast -> getBodyType -> BOOM 58 getPos-> btRigidBody::upcast -> getBodyType -> BOOM
@@ -168,6 +178,7 @@ Eliminate collisions between objects in a linkset. (LinksetConstraint)
168 178
169MORE 179MORE
170====================================================== 180======================================================
181Compute avatar size and scale correctly. Now it is a bit off from the capsule size.
171Create tests for different interface components 182Create tests for different interface components
172 Have test objects/scripts measure themselves and turn color if correct/bad 183 Have test objects/scripts measure themselves and turn color if correct/bad
173 Test functions in SL and calibrate correctness there 184 Test functions in SL and calibrate correctness there
@@ -344,3 +355,8 @@ 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. 355 Verify that angular motion specified around Z moves in the vehicle coordinates.
345 DONE 20130120: BulletSim properly applies force in vehicle relative coordinates. 356 DONE 20130120: BulletSim properly applies force in vehicle relative coordinates.
346Nebadon vehicles turning funny in arena (DONE) 357Nebadon vehicles turning funny in arena (DONE)
358Lock axis (DONE 20130401)
359Terrain detail: double terrain mesh detail (DONE)
360Use the HACD convex hull routine in Bullet rather than the C# version.
361 Speed up hullifying large meshes. (DONE)
362