From dc0497c1b831b3bb8fe021d48520bbff7305ce2e Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sun, 2 Dec 2012 20:08:11 -0800 Subject: BulletSim: begin tracking a TODO list. There just are so many things to remember to do. --- .../Region/Physics/BulletSPlugin/BulletSimTODO.txt | 112 +++++++++++++++++++++ 1 file changed, 112 insertions(+) create mode 100755 OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt new file mode 100755 index 0000000..cf112fb --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt @@ -0,0 +1,112 @@ +CRASHES +================================================= +20121129.1411: editting/moving phys object across region boundries causes crash + getPos-> btRigidBody::upcast -> getBodyType -> BOOM +20121128.1600: mesh object not rezzing (no physics mesh). + Causes many errors. Doesn't stop after first error with box shape. + Eventually crashes when deleting the object. + +BULLETSIM TODO LIST: +================================================= +Neb car jiggling left and right +Vehicles (Move smoothly) +Light cycle falling over when driving +Light cycle not banking +Do single prim vehicles don't seem to properly vehiclize. +Gun sending shooter flying +Collision margin (gap between physical objects lying on each other) +Boundry checking (crashes related to crossing boundry) + Add check for border edge position for avatars and objects. + Verify the events are created for border crossings. +Avatar rotation (check out changes to ScenePresence for physical rotation) +Avatar running (what does phys engine need to do?) +Small physical objects do not interact correctly + Create chain of .5x.5x.1 torui and make all but top physical so to hang. + The chain will fall apart and pairs will dance around on ground + Chains of 1x1x.2 will stay connected but will dance. + Chains above 2x2x.4 are move stable and get stablier as torui get larger. +Add material type linkage and input all the material property definitions. + Skeleton classes and table are in the sources but are not filled or used. + +After getting off a vehicle, the root prim is phantom (can be walked through) + Need to force a position update for the root prim after compound shape destruction +Find/remove avatar collision with ID=0. +Test avatar walking up stairs. How does compare with SL. + Radius of the capsule affects ability to climb edges. +Tune terrain/object friction to be closer to SL. +Debounce avatar contact so legs don't keep folding up when standing. +Implement LSL physics controls. Like STATUS_ROTATE_X. +Add border extensions to terrain to help region crossings and objects leaving region. +Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint) + +Speed up creation of large physical linksets + For instance, sitting in Neb's car (130 prims) takes several seconds to become physical +Performance test with lots of avatars. Can BulletSim support a thousand? +Optimize collisions in C++: only send up to the object subscribed to collisions. + Use collision subscription and remove the collsion(A,B) and collision(B,A) +Check wheter SimMotionState needs large if statement (see TODO). + +Implement 'top colliders' info. +Avatar jump +Implement meshes or just verify that they work. +Do prim hash codes work for sculpties and meshes? +Performance measurement and changes to make quicker. +Implement detailed physics stats (GetStats()). + +Eliminate collisions between objects in a linkset. (LinksetConstraint) + Have UserPointer point to struct with localID and linksetID? + Objects in original linkset still collide with each other? + +Measure performance improvement from hulls +Test not using ghost objects for volume detect implementation. +Performance of closures and delegates for taint processing + Are there faster ways? + Is any slowdown introduced by the existing implementation significant? +Is there are more efficient method of implementing pre and post step actions? + See http://www.codeproject.com/Articles/29922/Weak-Events-in-C + +Package Bullet source mods for Bullet internal stats output + +Physics Arena central pyramid: why is one side permiable? + +INTERNAL IMPROVEMENT/CLEANUP +================================================= +Remove unused fields from ShapeData (not used in API2) +Breakout code for mesh/hull/compound/native into separate BSShape* classes + Standardize access to building and reference code. + The skeleton classes are in the sources but are not complete or linked in. +Generalize Dynamics and PID with standardized motors. +Generalize Linkset and vehicles into PropertyManagers + Methods for Refresh, RemoveBodyDependencies, RestoreBodyDependencies + Possibly generalized a 'per step action' registration. +Implement linkset by setting position of children when root updated. (LinksetManual) +LinkablePrim class? Would that simplify/centralize the linkset logic? +Linkset implementation using manual prim movement. +Linkset implementation using compound shapes. + Compound shapes will need the LocalID in the shapes and collision + processing to get it from there. +BSScene.UpdateParameterSet() is broken. How to set params on objects? +Remove HeightmapInfo from terrain specification. + Since C++ code does not need terrain height, this structure et al are not needed. +Add floating motor for BS_FLOATS_ON_WATER so prim and avatar will + bob at the water level. BSPrim.PositionSanityCheck(). + +DONE DONE DONE DONE +================================================= +Cleanup code in BSDynamics by using motors. +Consider implementing terrain with a mesh rather than heightmap. + Would have better and adjustable resolution. +NOTDONE: Build terrain mesh so heighmap is height of the center of the square meter. + SL and ODE define meter square as being at one corner with one diagional. +Terrain as mesh. +How are static linksets seen by the physics engine? + A: they are not linked in physics. When moved, all the children are repositioned. +Remember to remove BSScene.DetailLog Refresh call. +Convert BSCharacter to use all API2 +Avatar pushing difficult (too heavy?) +Use asset service passed to BulletSim to get sculptie bodies, etc. +Vehicles (fix bouncing on terrain) +Remove old code in DLL (all non-API2 stuff). +Measurements of mega-physical prim performance (with graph) +Debug Bullet internal stats output (why is timing all wrong?) + Bullet stats logging only works with a single instance of Bullet (one region). \ No newline at end of file -- cgit v1.1