On 05/07/12 16:19, Mike Higgins wrote:
     No time! No time!
     But I have thought about it a little. It seems to me that the problem is 
that gravity and buoyancy are probably
done from accelerations, while the linear motor is a magic device that 
specifies a target velocity. Ideally you could
calculate the force of gravity, the counteracting force of buoyancy, and 
calculate a force that would result in the
linear velocity. Sum all the forces into one and apply them to the object. But 
I don't think the physics is done in a
manner that "realistic".
     What is SUPPOSED to happen when gravity and the linear motor are combined? 
Seeing as the linear motor specifies the
end velocity, it should overpower (ignore) gravity. What happens in SL when you 
turn on the linear motor on a falling
object? I suspect that it simply turns in the linear motor direction. Hopefully 
making a smooth turn in the decay time.
I'll have to go do physics experiments in SL to figure out what they 
implimented.
     Then I don't know enough about the Open Simulator code to know how to 
implement whatever is necessary. Given enough
time (see my first comment above) I could get more involved with that..

That would be very welcome. As always, time is the constraint for many of us as well, as are the many other bugs and issues that OpenSimulator has :)


On 7/4/12 2:53 PM, Kevin Cozens wrote:
On 12-06-08 06:15 PM, Mike Higgins wrote:
Then I looked in the ODEDynamics.cs code where, starting at line 663, the
comments from KF say "So far I have found no good method to combine a
script-requested .Z velocity and gravity". Then he proceeds to replace the
requested linear motor Z value with the current Z velocity of the body.
Since a balloon is buoyant, the Z of the current velocity is always 0 and
this looks like it is probably the problem. It always resets the linear
motor Z value to 0 here. I'll have to think about what should be done here...

Nice catch, Mike. Have you had time to investigate this any further?



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