diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | 28 |
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 @@ | |||
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 | Script 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. |
5 | Vehicle 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. | ||
7 | Hitting 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 | ||
9 | Two of Nebadon vehicles in a sim max the CPU. This is new. | ||
5 | Enable vehicle border crossings (at least as poorly as ODE) | 10 | Enable 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) |
9 | Lock axis | ||
10 | Deleting a linkset while standing on the root will leave the physical shape of the root behind. | 14 | 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. | 15 | Not sure if it is because standing on it. Done with large prim linksets. |
12 | Linkset child rotations. | 16 | Linkset 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. |
19 | Refarb 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 | ||
15 | Vehicle angular vertical attraction | 21 | Vehicle angular vertical attraction |
16 | vehicle angular banking | 22 | vehicle angular banking |
17 | Center-of-gravity | 23 | Center-of-gravity |
@@ -28,14 +34,13 @@ llLookAt | |||
28 | Avatars walking up stairs (HALF DONE) | 34 | Avatars walking up stairs (HALF DONE) |
29 | Avatar movement | 35 | Avatar 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) |
33 | Vehicle script tuning/debugging | 39 | Vehicle script tuning/debugging |
34 | Avanti speed script | 40 | Avanti speed script |
35 | Weapon shooter script | 41 | Weapon shooter script |
36 | Move material definitions (friction, ...) into simulator. | 42 | Move material definitions (friction, ...) into simulator. |
37 | Add material densities to the material types. | 43 | 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? | 44 | 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. | 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 | ||
44 | VEHICLES TODO LIST: | 49 | VEHICLES TODO LIST: |
45 | ================================================= | 50 | ================================================= |
51 | LINEAR_MOTOR_DIRECTION values should be clamped to reasonable numbers. | ||
52 | What are the limits in SL? | ||
53 | Same for other velocity settings. | ||
54 | UBit improvements to remove rubber-banding of avatars sitting on vehicle child prims: | ||
55 | https://github.com/UbitUmarov/Ubit-opensim | ||
46 | Border crossing with linked vehicle causes crash | 56 | Border 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 | ||
169 | MORE | 179 | MORE |
170 | ====================================================== | 180 | ====================================================== |
181 | Compute avatar size and scale correctly. Now it is a bit off from the capsule size. | ||
171 | Create tests for different interface components | 182 | Create 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. |
346 | Nebadon vehicles turning funny in arena (DONE) | 357 | Nebadon vehicles turning funny in arena (DONE) |
358 | Lock axis (DONE 20130401) | ||
359 | Terrain detail: double terrain mesh detail (DONE) | ||
360 | Use the HACD convex hull routine in Bullet rather than the C# version. | ||
361 | Speed up hullifying large meshes. (DONE) | ||
362 | |||