From 7bb5613dc665a788e1b151278c20d415f708242a Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 11 Dec 2012 16:46:43 -0800 Subject: BulletSim: updates and rearrangement of the TODO list. --- .../Region/Physics/BulletSPlugin/BulletSimTODO.txt | 47 +++++++++++++++------- 1 file changed, 33 insertions(+), 14 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index 1c7b577..11c1387 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt @@ -20,6 +20,10 @@ Neb car jiggling left and right Happens on terrain and any other mesh object. Flat cubes are much smoother. This has been reduced but not eliminated. For limitMotorUp, use raycast down to find if vehicle is in the air. +Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE. + Verify that angular motion specified around Z moves in the vehicle coordinates. +Verify llGetVel() is returning a smooth and good value for vehicle movement. +llGetVel() should return the root's velocity if requested in a child prim. Implement function efficiency for lineaar and angular motion. Should vehicle angular/linear movement friction happen after all the components or does it only apply to the basic movement? @@ -32,19 +36,14 @@ Border crossing with linked vehicle causes crash BULLETSIM TODO LIST: ================================================= -Avatar height off after unsitting (float off ground) +Avatar height off after unsitting (floats off ground) Editting appearance then moving restores. Must not be initializing height when recreating capsule after unsit. Duplicating a physical prim causes old prim to jump away Dup a phys prim and the original become unselected and thus interacts w/ selected prim. -Disable activity of passive linkset children. - Since the linkset is a compound object, the old prims are left lying - around and need to be phantomized so they don't collide, ... Scenes with hundred of thousands of static objects take a lot of physics CPU time. BSPrim.Force should set a continious force on the prim. The force should be applied each tick. Some limits? -Linksets should allow collisions to individual children - Add LocalID to children shapes in LinksetCompound and create events for individuals Gun sending shooter flying. Collision margin (gap between physical objects lying on each other) Boundry checking (crashes related to crossing boundry) @@ -57,14 +56,34 @@ Small physical objects do not interact correctly 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. Add PID motor for avatar movement (slow to stop, ...) setForce should set a constant force. Different than AddImpulse. Implement raycast. Implement ShapeCollection.Dispose() Implement water as a plain so raycasting and collisions can happen with same. +Add osGetPhysicsEngineName() so scripters can tell whether BulletSim or ODE + Also osGetPhysicsEngineVerion() maybe. + +LINKSETS +====================================================== +Linksets should allow collisions to individual children + Add LocalID to children shapes in LinksetCompound and create events for individuals +Verify/think through scripts in children of linksets. What do they reference + and return when getting position, velocity, ... +Confirm constraint linksets still work after making all the changes for compound linksets. +Add 'changed' flag or similar to reduce the number of times a linkset is rebuilt. + For compound linksets, add ability to remove or reposition individual child shapes. +Disable activity of passive linkset children. + Since the linkset is a compound object, the old prims are left lying + around and need to be phantomized so they don't collide, ... +Speed up creation of large physical linksets + For instance, sitting in Neb's car (130 prims) takes several seconds to become physical +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? +MORE +====================================================== 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. @@ -73,8 +92,6 @@ 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. -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) @@ -85,10 +102,6 @@ Avatar jump 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 @@ -101,6 +114,9 @@ Physics Arena central pyramid: why is one side permiable? INTERNAL IMPROVEMENT/CLEANUP ================================================= +Consider moving prim/character body and shape destruction in destroy() + to postTimeTime rather than protecting all the potential sets that + might have been queued up. 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. @@ -154,3 +170,6 @@ Package Bullet source mods for Bullet internal stats output (Resolution: move code into WorldData.h rather than relying on patches) Single prim vehicles don't seem to properly vehiclize. (Resolution: mass was not getting set properly for single prim linksets) +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. + (Resolution: -- cgit v1.1