If I recall correctly, the default physics engine was switched to BulletSim some time ago although I can't recall when. Assuming recent code is being used and also assuming the physics engine hadn't been switched from default I would venture to say that BulletSim is likely being used, but, that is just a guess on my part based on what I've seen and experimented with myself; I have no idea what setup OSGrid is using since it has been a while since I've ran a sim connected there.

I haven't had a chance to test this myself on BulletSim but I have noticed some slight quirkiness with cast ray on some surfaces (especially angled prims). I've not given it a full run on tests as I haven't used the cast ray functions all that much in my scripting.

On 2/25/2014 10:48 AM, Handy Low wrote:
Gwyneth Llewelyn <gwyneth.llewelyn <at> gwynethllewelyn.net> writes:

Hi Handy,

Just for the sake of completeness, did you test with ODE or BulletSim? I
believe the implementation might be
slightly different (or, then again, it's just my not-so-precise testing).

Thanks,

        - Gwyn

On 25/02/2014, at 16:09, Handy Low wrote:

Currently it seems that the OpenSim implementation of llCastRay() gives
coordinates on a target object that lie on the bounding box of the
object
rather than on the face of the prim itself.

For example, casting a ray at a pair of linked cubes in OpenSim will
generate
coordinates that lie on the cuboid bounding box that constrains both
cubes.
Likewise, casting a ray at a sphere will generate a point on the
sphere's
cubic bounding box.

In SL, the same tests will both return points on the prim surfaces.

Is this expected behaviour?

Thanks
Thanks to Michael and Gwen for the fast replies.

Off the top of my head, I don't know which physics engine they were using,
or how I can find out - the tests I've been doing have been in OSGrid
(Sandbox Plaza) and in Kitely, if that's any help.

--
Handy

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