BulletSim: updates and rearrangement of the TODO list.
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@ -20,6 +20,10 @@ 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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For limitMotorUp, use raycast down to find if vehicle is in the air.
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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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llGetVel() should return the root's velocity if requested in a child prim.
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Implement function efficiency for lineaar and angular motion.
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Should vehicle angular/linear movement friction happen after all the components
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or does it only apply to the basic movement?
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@ -32,19 +36,14 @@ Border crossing with linked vehicle causes crash
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BULLETSIM TODO LIST:
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=================================================
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Avatar height off after unsitting (float off ground)
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Avatar height off after unsitting (floats off ground)
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Editting appearance then moving restores.
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Must not be initializing height when recreating capsule after unsit.
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Duplicating a physical prim causes old prim to jump away
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Dup a phys prim and the original become unselected and thus interacts w/ selected prim.
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Disable activity of passive linkset children.
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Since the linkset is a compound object, the old prims are left lying
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around and need to be phantomized so they don't collide, ...
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Scenes with hundred of thousands of static objects take a lot of physics CPU time.
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BSPrim.Force should set a continious force on the prim. The force should be
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applied each tick. Some limits?
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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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Gun sending shooter flying.
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Collision margin (gap between physical objects lying on each other)
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Boundry checking (crashes related to crossing boundry)
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@ -57,14 +56,34 @@ Small physical objects do not interact correctly
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The chain will fall apart and pairs will dance around on ground
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Chains of 1x1x.2 will stay connected but will dance.
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Chains above 2x2x.4 are move stable and get stablier as torui get larger.
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Add material type linkage and input all the material property definitions.
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Skeleton classes and table are in the sources but are not filled or used.
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Add PID motor for avatar movement (slow to stop, ...)
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setForce should set a constant force. Different than AddImpulse.
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Implement raycast.
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Implement ShapeCollection.Dispose()
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Implement water as a plain so raycasting and collisions can happen with same.
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Add osGetPhysicsEngineName() so scripters can tell whether BulletSim or ODE
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Also osGetPhysicsEngineVerion() maybe.
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LINKSETS
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======================================================
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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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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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Add 'changed' flag or similar to reduce the number of times a linkset is rebuilt.
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For compound linksets, add ability to remove or reposition individual child shapes.
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Disable activity of passive linkset children.
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Since the linkset is a compound object, the old prims are left lying
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around and need to be phantomized so they don't collide, ...
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Speed up creation of large physical linksets
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For instance, sitting in Neb's car (130 prims) takes several seconds to become physical
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Eliminate collisions between objects in a linkset. (LinksetConstraint)
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Have UserPointer point to struct with localID and linksetID?
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Objects in original linkset still collide with each other?
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MORE
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======================================================
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Find/remove avatar collision with ID=0.
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Test avatar walking up stairs. How does compare with SL.
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Radius of the capsule affects ability to climb edges.
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@ -73,8 +92,6 @@ Debounce avatar contact so legs don't keep folding up when standing.
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Implement LSL physics controls. Like STATUS_ROTATE_X.
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Add border extensions to terrain to help region crossings and objects leaving region.
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Speed up creation of large physical linksets
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For instance, sitting in Neb's car (130 prims) takes several seconds to become physical
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Performance test with lots of avatars. Can BulletSim support a thousand?
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Optimize collisions in C++: only send up to the object subscribed to collisions.
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Use collision subscription and remove the collsion(A,B) and collision(B,A)
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@ -85,10 +102,6 @@ Avatar jump
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Performance measurement and changes to make quicker.
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Implement detailed physics stats (GetStats()).
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Eliminate collisions between objects in a linkset. (LinksetConstraint)
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Have UserPointer point to struct with localID and linksetID?
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Objects in original linkset still collide with each other?
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Measure performance improvement from hulls
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Test not using ghost objects for volume detect implementation.
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Performance of closures and delegates for taint processing
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@ -101,6 +114,9 @@ Physics Arena central pyramid: why is one side permiable?
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INTERNAL IMPROVEMENT/CLEANUP
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=================================================
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Consider moving prim/character body and shape destruction in destroy()
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to postTimeTime rather than protecting all the potential sets that
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might have been queued up.
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Remove unused fields from ShapeData (not used in API2)
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Breakout code for mesh/hull/compound/native into separate BSShape* classes
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Standardize access to building and reference code.
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@ -154,3 +170,6 @@ Package Bullet source mods for Bullet internal stats output
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(Resolution: move code into WorldData.h rather than relying on patches)
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Single prim vehicles don't seem to properly vehiclize.
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(Resolution: mass was not getting set properly for single prim linksets)
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Add material type linkage and input all the material property definitions.
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Skeleton classes and table are in the sources but are not filled or used.
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(Resolution:
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