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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt112
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1CRASHES
2=================================================
320121129.1411: editting/moving phys object across region boundries causes crash
4 getPos-> btRigidBody::upcast -> getBodyType -> BOOM
520121128.1600: mesh object not rezzing (no physics mesh).
6 Causes many errors. Doesn't stop after first error with box shape.
7 Eventually crashes when deleting the object.
8
9BULLETSIM TODO LIST:
10=================================================
11Neb car jiggling left and right
12Vehicles (Move smoothly)
13Light cycle falling over when driving
14Light cycle not banking
15Do single prim vehicles don't seem to properly vehiclize.
16Gun sending shooter flying
17Collision margin (gap between physical objects lying on each other)
18Boundry checking (crashes related to crossing boundry)
19 Add check for border edge position for avatars and objects.
20 Verify the events are created for border crossings.
21Avatar rotation (check out changes to ScenePresence for physical rotation)
22Avatar running (what does phys engine need to do?)
23Small physical objects do not interact correctly
24 Create chain of .5x.5x.1 torui and make all but top physical so to hang.
25 The chain will fall apart and pairs will dance around on ground
26 Chains of 1x1x.2 will stay connected but will dance.
27 Chains above 2x2x.4 are move stable and get stablier as torui get larger.
28Add material type linkage and input all the material property definitions.
29 Skeleton classes and table are in the sources but are not filled or used.
30
31After getting off a vehicle, the root prim is phantom (can be walked through)
32 Need to force a position update for the root prim after compound shape destruction
33Find/remove avatar collision with ID=0.
34Test avatar walking up stairs. How does compare with SL.
35 Radius of the capsule affects ability to climb edges.
36Tune terrain/object friction to be closer to SL.
37Debounce avatar contact so legs don't keep folding up when standing.
38Implement LSL physics controls. Like STATUS_ROTATE_X.
39Add border extensions to terrain to help region crossings and objects leaving region.
40Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint)
41
42Speed up creation of large physical linksets
43 For instance, sitting in Neb's car (130 prims) takes several seconds to become physical
44Performance test with lots of avatars. Can BulletSim support a thousand?
45Optimize collisions in C++: only send up to the object subscribed to collisions.
46 Use collision subscription and remove the collsion(A,B) and collision(B,A)
47Check wheter SimMotionState needs large if statement (see TODO).
48
49Implement 'top colliders' info.
50Avatar jump
51Implement meshes or just verify that they work.
52Do prim hash codes work for sculpties and meshes?
53Performance measurement and changes to make quicker.
54Implement detailed physics stats (GetStats()).
55
56Eliminate collisions between objects in a linkset. (LinksetConstraint)
57 Have UserPointer point to struct with localID and linksetID?
58 Objects in original linkset still collide with each other?
59
60Measure performance improvement from hulls
61Test not using ghost objects for volume detect implementation.
62Performance of closures and delegates for taint processing
63 Are there faster ways?
64 Is any slowdown introduced by the existing implementation significant?
65Is there are more efficient method of implementing pre and post step actions?
66 See http://www.codeproject.com/Articles/29922/Weak-Events-in-C
67
68Package Bullet source mods for Bullet internal stats output
69
70Physics Arena central pyramid: why is one side permiable?
71
72INTERNAL IMPROVEMENT/CLEANUP
73=================================================
74Remove unused fields from ShapeData (not used in API2)
75Breakout code for mesh/hull/compound/native into separate BSShape* classes
76 Standardize access to building and reference code.
77 The skeleton classes are in the sources but are not complete or linked in.
78Generalize Dynamics and PID with standardized motors.
79Generalize Linkset and vehicles into PropertyManagers
80 Methods for Refresh, RemoveBodyDependencies, RestoreBodyDependencies
81 Possibly generalized a 'per step action' registration.
82Implement linkset by setting position of children when root updated. (LinksetManual)
83LinkablePrim class? Would that simplify/centralize the linkset logic?
84Linkset implementation using manual prim movement.
85Linkset implementation using compound shapes.
86 Compound shapes will need the LocalID in the shapes and collision
87 processing to get it from there.
88BSScene.UpdateParameterSet() is broken. How to set params on objects?
89Remove HeightmapInfo from terrain specification.
90 Since C++ code does not need terrain height, this structure et al are not needed.
91Add floating motor for BS_FLOATS_ON_WATER so prim and avatar will
92 bob at the water level. BSPrim.PositionSanityCheck().
93
94DONE DONE DONE DONE
95=================================================
96Cleanup code in BSDynamics by using motors.
97Consider implementing terrain with a mesh rather than heightmap.
98 Would have better and adjustable resolution.
99NOTDONE: Build terrain mesh so heighmap is height of the center of the square meter.
100 SL and ODE define meter square as being at one corner with one diagional.
101Terrain as mesh.
102How are static linksets seen by the physics engine?
103 A: they are not linked in physics. When moved, all the children are repositioned.
104Remember to remove BSScene.DetailLog Refresh call.
105Convert BSCharacter to use all API2
106Avatar pushing difficult (too heavy?)
107Use asset service passed to BulletSim to get sculptie bodies, etc.
108Vehicles (fix bouncing on terrain)
109Remove old code in DLL (all non-API2 stuff).
110Measurements of mega-physical prim performance (with graph)
111Debug Bullet internal stats output (why is timing all wrong?)
112 Bullet stats logging only works with a single instance of Bullet (one region). \ No newline at end of file