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BulletSim: angularMotorUp working again (seems a little slow as it takes longer than timescale to correct, but getting better). Disabled angularDeflection (need to resolve interactions between angular corrections). Update TODO list.
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@@ -8,9 +8,10 @@ Enable vehicle border crossings (at least as poorly as ODE)
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Vehicle recreated in new sim at small Z value (offset from root value?) (DONE)
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Calibrate turning radius (DONE)
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limitMotorUp calibration (more down?)
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study PID motors (include 'efficiency' implementation
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study PID motors (include 'efficiency' implementation (DONE)
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Add to avatar movement
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CRASHES
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=================================================
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20121129.1411: editting/moving phys object across region boundries causes crash
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@@ -25,7 +26,6 @@ CRASHES
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VEHICLES TODO LIST:
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=================================================
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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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@@ -34,28 +34,25 @@ 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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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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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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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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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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Incorporate inter-relationship of angular corrections. For instance, angularDeflection
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and angularMotorUp will compute same X or Y correction. When added together
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creates over-correction and over-shoot and wabbling.
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BULLETSIM TODO LIST:
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=================================================
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Revisit CollisionMargin. Builders notice the 0.04 spacing between prims.
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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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Scenes with hundred of thousands of static objects take a lot of physics CPU time.
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@@ -83,6 +80,8 @@ Add osGetPhysicsEngineName() so scripters can tell whether BulletSim or ODE
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Linkset.Position and Linkset.Orientation requre rewrite to properly return
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child position. LinksetConstraint acts like it's at taint time!!
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Implement LockAngularMotion -- implements llSetStatus(ROTATE_AXIS_*, T/F)
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Should the different PID factors have non-equal contributions for different
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values of Efficiency?
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LINKSETS
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======================================================
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@@ -100,17 +99,16 @@ 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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For instance, sitting in Neb's car (130 prims) takes several seconds to become physical.
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REALLY bad for very large physical linksets (freezes the sim for many seconds).
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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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Tune terrain/object friction to be closer to SL.
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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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@@ -203,3 +201,16 @@ Single prim vehicles don't seem to properly vehiclize.
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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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Neb vehicle taking > 25ms of physics time!!
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(Resolution: compound linksets were being rebuild WAY too often)
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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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(Resolution: confusion of scale vs size for native objects removed)
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Light cycle falling over when driving (Resolution: implemented angularMotorUp)
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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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(Resolution: friction added before returning newly computed motor value.
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What is expected by some vehicles (turning up friction to moderate speed))
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Tune terrain/object friction to be closer to SL.
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(Resolution: added material type with friction and resolution)
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