BulletSim: add even more to the TODO list.
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@ -1,3 +1,16 @@
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CURRENT PRIORITIES
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Eliminate all crashes (DONEish)
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Editing/deleting physical linkset (DONE)
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Border crossing of physical linkset (DONE)
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Enable vehicle border crossings (at least as poorly as ODE)
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Avatar created in previous region and not new region when crossing border
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Vehicle recreated in new sim at small Z value (offset from root value?)
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Calibrate turning radius
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limitMotorUp calibration (more down?)
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study PID motors (include 'efficiency' implementation
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Add to avatar movement
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CRASHES
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20121129.1411: editting/moving phys object across region boundries causes crash
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@ -11,16 +24,18 @@ CRASHES
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VEHICLES TODO LIST:
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Border crossing with linked vehicle causes crash
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Neb vehicle taking > 25ms of physics time!!
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Vehicles (Move smoothly)
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Add vehicle collisions so IsColliding is properly reported.
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Needed for banking, limitMotorUp, movementLimiting, ...
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Some vehicles should not be able to turn if no speed or off ground.
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Cannot edit/move a vehicle being ridden: it jumps back to the origional position.
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Neb car jiggling left and right
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Happens on terrain and any other mesh object. Flat cubes are much smoother.
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This has been reduced but not eliminated.
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Light cycle falling over when driving
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For limitMotorUp, use raycast down to find if vehicle is in the air.
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Implement referenceFrame for all the motion routines.
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Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE.
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Verify that angular motion specified around Z moves in the vehicle coordinates.
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Verify llGetVel() is returning a smooth and good value for vehicle movement.
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@ -31,9 +46,9 @@ Should vehicle angular/linear movement friction happen after all the components
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After getting off a vehicle, the root prim is phantom (can be walked through)
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Need to force a position update for the root prim after compound shape destruction
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Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint)
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Implement referenceFrame for all the motion routines.
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Cannot edit/move a vehicle being ridden: it jumps back to the origional position.
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Border crossing with linked vehicle causes crash
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For limitMotorUp, use raycast down to find if vehicle is in the air.
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Remove vehicle angular velocity zeroing in BSPrim.UpdateProperties().
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A kludge that isn't fixing the real problem of Bullet adding extra motion.
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BULLETSIM TODO LIST:
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@ -72,6 +87,9 @@ LINKSETS
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Linksets should allow collisions to individual children
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Add LocalID to children shapes in LinksetCompound and create events for individuals
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LinksetCompound: when one of the children changes orientation (like tires
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turning on a vehicle, the whole compound object is rebuilt. Optimize this
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so orientation/position of individual children can change without a rebuild.
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Verify/think through scripts in children of linksets. What do they reference
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and return when getting position, velocity, ...
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Confirm constraint linksets still work after making all the changes for compound linksets.
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@ -143,6 +161,11 @@ Remove HeightmapInfo from terrain specification
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Since C++ code does not need terrain height, this structure et al are not needed.
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Add floating motor for BS_FLOATS_ON_WATER so prim and avatar will
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bob at the water level. BSPrim.PositionSanityCheck().
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Should taints check for existance or activeness of target?
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When destroying linksets/etc, taints can be generated for objects that are
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actually gone when the taint happens. Crashes don't happen because the taint closure
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keeps the object from being freed, but that is just an accident.
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Possibly have and 'active' flag that is checked by the taint processor?
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THREADING
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