From efb5da0aa672551a8a68e16066f3dd3991f75da4 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 21 Feb 2013 08:52:11 -0800 Subject: BulletSim: add OutOfBounds logic and some position sanity checking to eliminate some of the "cannot find terrain height" warning messages. --- .../Region/Physics/BulletSPlugin/BulletSimTODO.txt | 22 ++++++++++++---------- 1 file changed, 12 insertions(+), 10 deletions(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index bda7c47..49718c4 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt @@ -1,17 +1,16 @@ CURRENT PRIORITIES ================================================= -One sided meshes? Should terrain be built into a closed shape? - When meshes get partially wedged into the terrain, they cannot push themselves out. - It is possible that Bullet processes collisions whether entering or leaving a mesh. - Ref: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4869 Deleting a linkset while standing on the root will leave the physical shape of the root behind. Not sure if it is because standing on it. Done with large prim linksets. -Terrain detail: double terrain mesh detail Vehicle angular vertical attraction vehicle angular banking Center-of-gravity Vehicle angular deflection Preferred orientation angular correction fix +Enable vehicle border crossings (at least as poorly as ODE) + Terrain skirts + Avatar created in previous region and not new region when crossing border + Vehicle recreated in new sim at small Z value (offset from root value?) (DONE) when should angular and linear motor targets be zeroed? when selected? Need a vehicle.clear()? Or an 'else' in prestep if not physical. Teravus llMoveToTarget script debug @@ -26,14 +25,16 @@ Avatar movement flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE) walking up stairs is not calibrated correctly (stairs out of Kepler cabin) avatar capsule rotation completed (NOT DONE - Bullet's capsule shape is not the solution) -Enable vehicle border crossings (at least as poorly as ODE) - Terrain skirts - Avatar created in previous region and not new region when crossing border - Vehicle recreated in new sim at small Z value (offset from root value?) (DONE) Vehicle script tuning/debugging Avanti speed script Weapon shooter script -Add material densities to the material types +Move material definitions (friction, ...) into simulator. +Add material densities to the material types. +Terrain detail: double terrain mesh detail +One sided meshes? Should terrain be built into a closed shape? + When meshes get partially wedged into the terrain, they cannot push themselves out. + It is possible that Bullet processes collisions whether entering or leaving a mesh. + Ref: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4869 VEHICLES TODO LIST: ================================================= @@ -65,6 +66,7 @@ Vehicle attributes are not restored when a vehicle is rezzed on region creation GENERAL TODO LIST: ================================================= +Add a sanity check for PIDTarget location. Level-of-detail for mesh creation. Prims with circular interiors require lod of 32. Is much saved with lower LODs? At the moment, all set to 32. Collisions are inconsistant: arrows are supposed to hit and report collision. Often don't. -- cgit v1.1