src/esp/assets/ResourceManager.cpp (13 lines): - line 117: // TODO: HDRi image name should be config based - line 163: // TODO: replace this completely with standard mesh (i.e. treat the bb - line 857: // TODO: support color material modified assets by changing the - line 889: // TODO : refactor to manage any mesh groups, not just scene - line 1590: // TODO: either drop MeshTransformNode in favor of SceneData or use - line 1749: // TODO : need to free render assets associated with this object if - line 1873: // TODO: - line 2113: // TODO: - line 2184: // TODO: - line 2290: // TODO : handle visualization-only objects lacking collision assets - line 2431: // TODO: - line 2491: // TODO: - line 2495: // TODO: HDR Image! src/esp/physics/bullet/BulletURDFImporter.cpp (11 lines): - line 26: // TODO: make this configurable? - line 60: // if (m_data->m_flags & CUF_USE_IMPLICIT_CYLINDER) TODO: why not? Should - line 72: // TODO: off for now, but may be necessary for better contacts? - line 128: // TODO: smart pointer - line 397: // TODO: joint friction and damping set for links are not used in Bullet - line 426: // TODO: link mapping? - line 436: // TODO: link mapping? - line 455: // TODO: link mapping? - line 467: // TODO: link mapping? - line 494: // TODO: link mapping? - line 531: // TODO: better track the collision shapes src/esp/gfx/PbrImageBasedLighting.cpp (9 lines): - line 64: // TODO: should have the capability to compute it by the simulator - line 122: // TODO: HDR!! - line 139: // TODO: HDR!! - line 145: size); // TODO: HDR - line 176: // TODO: HDR!! - line 183: .setStorage(1, Mn::GL::TextureFormat::RGBA8, size); // TODO: HDR - line 185: // TODO: HDR!! - line 250: // TODO: HDR, No LDR in the future! - line 292: // TODO: HDR!! src/esp/sim/Simulator.cpp (8 lines): - line 147: // TODO can optimize to do partial re-initialization instead of from-scratch - line 253: // TODO: - line 331: // TODO : reset may eventually have all the scene instantiation code so - line 347: // TODO : need to support stageInstanceAttributes transformation upon - line 455: // TODO: programmatic generation of semantic meshes when no - line 657: // TODO: - line 949: // TODO: any other AgentState members should be randomized? - line 1043: // TODO: just do this once src/esp/gfx/CubeMap.cpp (7 lines): - line 93: // TODO: HDR!! - line 221: size); // TODO: HDR!! - line 438: // TODO: save object Id texture - line 443: // TODO: save vsm texture - line 531: // TODO: object Id texture - line 536: // TODO: vsm texture - line 639: // TODO: src_python/habitat_sim/simulator.py (6 lines): - line 40: # TODO maybe clean up types with TypeVars - line 442: # TODO Deprecate and remove - line 447: # TODO Deprecate and remove - line 452: # TODO Deprecate and remove - line 457: # TODO Deprecate and remove - line 656: # TODO: sync this path with renderer changes as above (render from sensor object) src/esp/physics/PhysicsManager.cpp (6 lines): - line 74: // TODO process any stage transformations here from - line 273: // Get drawables from simulator. TODO: Support non-existent simulator? - line 282: // TODO: manage articulated object visibility. - line 384: // TODO : support removing asset by removing from resourceDict_ properly - line 438: // TODO : if object is trajectory visualization, remove its assets as - line 500: // TODO: this function should do any engine specific setting which is src/esp/physics/bullet/BulletPhysicsManager.cpp (6 lines): - line 155: // TODO: set these flags up better - line 232: // TODO make sure this is appropriately cast - line 238: // TODO make sure this is appropriately cast - line 360: // TODO: - line 548: // If the lookup fails, default to the stage. TODO: better error-handling. - line 811: // TODO: Either fix the Bullet API or do the add/remove for the user here. src/shaders/pbr.frag (5 lines): - line 66: // TODO: separate occlusion texture - line 130: // TODO: make them uniform variables - line 163: // TODO: - line 419: // TODO: use ALPHA_MASK to discard fragments - line 461: // TODO: Shadows src/esp/sensor/VisualSensor.cpp (5 lines): - line 103: // TODO: check if our sensor was resized and resize our buffer if needed - line 110: // TODO: have different classes for the different types of sensors - line 111: // TODO: do we need to flip axis? - line 128: // TODO: check if sensor is valid? - line 129: // TODO: have different classes for the different types of sensors src/cmake/FindBullet.cmake (4 lines): - line 59: # TODO: builtin support for Bullet from Emscripten Ports (-s USE_BULLET=1) - line 67: # TODO: this will probably blow up in Vcpkg as well, the patch there should - line 91: # Sigh. TODO: other libs such as Bullet3Common, Robotics, InverseDynamics? - line 197: # TODO: When extra optional libraries are added, this needs to check for src/esp/metadata/managers/StageAttributesManager.cpp (4 lines): - line 233: // TODO when all datasets have configuration support, get rid of all these - line 306: // TODO : get rid of this once the hardcoded mesh-type handling is removed, - line 330: // TODO : support future mesh-name specific type setting? - line 415: // TODO eventually remove this, but currently semantic mesh must be src/esp/gfx/PbrDrawable.cpp (4 lines): - line 67: // TODO: may be supported in the future - line 136: // TODO: - line 177: shader_->bindIrradianceCubeMap( // TODO: HDR Color - line 181: // TODO: HDR Color src/esp/metadata/managers/LightLayoutAttributesManager.cpp (4 lines): - line 85: // TODO construct name using file name prepended to key - line 170: // TODO remove this if block to support spot lights - line 213: // TODO prune NOTE: component when spotlights are supported - line 279: // TODO create default attributes describing these lights? src/esp/scene/ObjectControls.cpp (4 lines): - line 20: // TODO: this assumes no scale is applied - line 30: // TODO: this assumes no scale is applied - line 40: // TODO: this assumes no scale is applied - line 94: // TODO: use magnum math for the filter func as well? src/esp/physics/bullet/BulletRigidObject.cpp (3 lines): - line 61: // TODO: add is_dynamic flag - line 345: // TODO: better default given object information? - line 470: // TODO: double check the position if there is any implicit transformation src/esp/sim/Simulator.h (3 lines): - line 138: // TODO: support multi-scene physics (default sceneID=0 currently). - line 613: // TODO eventually use passed sceneID - line 1107: // TODO: src/esp/gfx/MaterialData.h (3 lines): - line 63: // TODO: Migrate the the Magnum built-in PBR material - line 90: // TODO: - line 95: // TODO: Ptex material data src/cmake/FindImGui.cmake (3 lines): - line 62: # clipboard support. It's removed again in 1.72. TODO: remove once obsolete - line 78: # TODO: remove once 1.71 is obsolete - line 107: # TODO: remove once 1.71 is obsolete src/esp/physics/objectWrappers/ManagedArticulatedObject.h (3 lines): - line 304: * TODO : once Magnum supports retrieving key-values of configurations, use - line 309: // TODO fill out appropriate reporting values - line 319: // TODO fill out appropriate reporting values src/esp/assets/PTexMeshData.cpp (3 lines): - line 170: // TODO: - line 213: // TODO: - line 497: // TODO: src/esp/gfx/PbrShader.h (3 lines): - line 152: * TODO: Do we need instanced object? (instanced texture, istanced id etc.) - line 156: * TODO: Do we need VertexColor? - line 197: * TODO: alphaMask src/esp/gfx/PbrShader.cpp (3 lines): - line 77: // TODO: Occlusion texture to be added. - line 156: // TODO: explore the normal mapping without the precomputer tangent. - line 164: // TODO occlusion texture src/esp/gfx/Renderer.cpp (3 lines): - line 80: // TODO: remove || true and NOLINT below - line 174: // TODO object id - line 384: // TODO: shall we use shader resource manager from now? src/esp/agent/Agent.cpp (3 lines): - line 63: // TODO this should be done less hackishly - line 66: // TODO other state members when implemented - line 84: // TODO other state members when implemented src/esp/gfx/CubeMap.h (2 lines): - line 49: // TODO: HDR color - line 173: // TODO: save HDR textures in EXR format src/esp/core/Configuration.cpp (2 lines): - line 306: // TODO support numeric array in JSON - line 321: // TODO support other types? src/cmake/FindMagnum.cmake (2 lines): - line 506: # TODO: Drop this once CMake 3.3 and if(IN_LIST) can be used - line 1021: # TODO: ugh why can't I make an alias of IMPORTED target? src/esp/physics/objectWrappers/ManagedRigidBase.h (2 lines): - line 217: * TODO : once Magnum supports retrieving key-values of configurations, use - line 231: * TODO : once Magnum supports retrieving key-values of configurations, use src/esp/metadata/attributes/ObjectAttributes.cpp (2 lines): - line 92: // TODO remove this once ShaderType support is complete - line 132: // TODO remove this once ShaderType support is complete src/esp/physics/URDFImporter.cpp (2 lines): - line 201: // TODO: diagonalization of inertia matrix: - line 204: "TODO: diagonalize?"; src_python/habitat_sim/robots/mobile_manipulator.py (2 lines): - line 31: # TODO: refactor this class to support spherical joints: multiple dofs per link and #dofs != #positions - line 432: # TODO: add some functions for easy wheel control src/esp/physics/PhysicsManager.h (2 lines): - line 252: /* TODO: reset object states or clear them? Other? */ - line 1026: // TODO : support removing asset by removing from resourceDict_ properly src/esp/io/URDFParser.h (2 lines): - line 529: * TODO: Not implemented yet, does nothing. - line 541: // TODO: this src/esp/physics/bullet/BulletArticulatedObject.cpp (2 lines): - line 20: // TODO: this should probably be moved - line 609: // TODO: STATIC and KINEMATIC are equivalent for simplicity. Could manually src/esp/sensor/FisheyeSensor.h (2 lines): - line 32: // TODO: - line 91: // TODO: src/esp/physics/bullet/BulletArticulatedObject.h (2 lines): - line 43: // TODO: collision object should be linked here - line 463: // TODO: should be stored in the link src/esp/physics/objectWrappers/ManagedPhysicsObjectBase.h (2 lines): - line 298: * TODO : once Magnum supports retrieving key-values of configurations, use - line 318: // TODO: Verify object is removed from manager here? src/utils/viewer/viewer.cpp (2 lines): - line 647: // TODO: support the other model types in the future. - line 1801: // TODO : Change core::buffer to magnum image, then we can simplify src/esp/sensor/SensorFactory.cpp (2 lines): - line 39: // TODO: implement Panorama sensor - line 45: // TODO: Implement NonVisualSensorSpecs src/cmake/FindMagnumBindings.cmake (1 line): - line 71: # TODO: Drop this once CMake 3.3 and if(IN_LIST) can be used src/esp/metadata/MetadataMediator.h (1 line): - line 441: * paths that are synthesized for newly made SceneInstanceAttributes. TODO: src/esp/assets/PTexMeshData.h (1 line): - line 98: // TODO We should use a decimated mesh for collsions here instead src/esp/io/URDFParser.cpp (1 line): - line 280: // TODO: parse sensors here setup.py (1 line): - line 53: # TODO refactor to the proper way to pass options to setup.py so pip can do so. src/esp/metadata/attributes/LightLayoutAttributes.h (1 line): - line 189: * TODO : once Magnum supports retrieving key-values of configurations, src/esp/metadata/managers/AbstractObjectAttributesManagerBase.h (1 line): - line 312: // TODO eventually remove this, but currently non-prim collision mesh must src/cmake/FindGLFW.cmake (1 line): - line 107: # TODO: debug? src/esp/physics/URDFImporter.h (1 line): - line 96: // TODO: refactor this nonsense src/esp/bindings/AttributesBindings.cpp (1 line): - line 416: // TODO : LightLayoutAttributes src/esp/metadata/managers/SceneDatasetAttributesManager.cpp (1 line): - line 75: // TODO Need to construct manager to consume readDatasetJSONCell src/esp/scene/SceneManager.h (1 line): - line 20: // TODO: src/esp/gfx/replay/Player.cpp (1 line): - line 97: // TODO: use NodeDeletionHelper to safely delete nodes owned by the Player. src/esp/physics/objectWrappers/ManagedRigidObject.h (1 line): - line 46: * TODO : once Magnum supports retrieving key-values of configurations, use src/esp/bindings_js/modules/viewer_demo.js (1 line): - line 38: // TODO: Later add resize handling src/esp/sensor/FisheyeSensor.cpp (1 line): - line 105: // TODO: src/esp/metadata/managers/SceneInstanceAttributesManager.cpp (1 line): - line 272: // orientation TODO : support euler angles too? src/esp/gfx/PbrImageBasedLighting.h (1 line): - line 126: // TODO: HDR src/cmake/FindMagnumPlugins.cmake (1 line): - line 175: # TODO: Drop this once CMake 3.3 and if(IN_LIST) can be used src/esp/core/Spimpl.h (1 line): - line 55: // TODO: auto detect std::auto_ptr support src/esp/physics/bullet/BulletPhysicsManager.h (1 line): - line 307: recentNumSubStepsTaken_ = -1; // TODO: handle this more gracefully src/esp/metadata/managers/AssetAttributesManager.h (1 line): - line 120: * TODO : currently do not support file-based Primitive Assets, so no actual src/esp/scene/SceneGraph.h (1 line): - line 43: // TODO: move this to separate class src/esp/sensor/Sensor.h (1 line): - line 71: // TODO: populate this struct with raw data src/esp/physics/ArticulatedObject.h (1 line): - line 150: 0, // TODO: pass an actual object ID. This is currently tools/run-clang-tidy.py (1 line): - line 10: # FIXME: Integrate with clang-tidy-diff.py src_python/habitat_sim/utils/__init__.py (1 line): - line 9: # TODO @maksymets: remove after habitat-lab/examples/new_actions.py will be src/esp/bindings/SensorBindings.cpp (1 line): - line 50: // TODO fill out other SensorTypes src/esp/assets/GenericMeshData.cpp (1 line): - line 52: /* TODO: Address that non-triangle meshes will have their collisionMeshData_ src/esp/metadata/managers/AssetAttributesManager.cpp (1 line): - line 226: // TODO support loading values from JSON docs src/esp/scene/SemanticScene.cpp (1 line): - line 28: // TODO: we need to investigate the possibility of adding an identifying tag src/esp/agent/Agent.h (1 line): - line 26: // TODO: rotation below exposes quaternion x,y,z,w as vec4f for pybind11 src_python/habitat_sim/__init__.py (1 line): - line 12: # TODO: kept only for compatibiliy with existing code. Please gradually remove src_python/habitat_sim/utils/datasets_download.py (1 line): - line 420: # TODO: support more compression types as necessary src/esp/sensor/CameraSensor.cpp (1 line): - line 130: // TODO: check sim has semantic scene graph src/esp/assets/ResourceManager.h (1 line): - line 1214: // TODO: directional light shadow maps src/cmake/FindMagnumIntegration.cmake (1 line): - line 127: # TODO: Drop this once CMake 3.3 and if(IN_LIST) can be used src/esp/nav/PathFinder.cpp (1 line): - line 918: // TODO: this should be using core::Random instead, but passing function src/esp/gfx/RenderTarget.cpp (1 line): - line 259: // TODO: Consider implementing the GPU read functions with EGLImage src_python/habitat_sim/bindings/__init__.py (1 line): - line 7: # TODO: this whole thing needs to get removed, kept just for compatibility src/esp/bindings_js/modules/simenv_embind.js (1 line): - line 178: //TODO: Implement checks for different sensors