Hello, are we to assume that opensim will only use bounding boxes for llCastRay or when detecting collisions? There are a lot of compelling applications that require the data for the point at which the ray hits the surface of a mesh object or for the point of collision on a mesh object. Is this one area where Second Life is definitely ahead because of Havok4? I am not very familiar with the underlying opensim infrastructure, so would be glad to hear more about this. Thanks R
On Tue, Feb 25, 2014 at 12:00 PM, Chris <[email protected]> wrote: > 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 >> >> _______________________________________________ >> Opensim-users mailing list >> [email protected] >> https://lists.berlios.de/mailman/listinfo/opensim-users >> > > > -- > OpenSim: 10 Region Standalone on 0.7.6 Dev > Physics: Open Dynamics Engine > OS: Windows 7 (x64) > CPU: AMD Phenom II X4 840 3.2 GHz > Memory: 11 GB DDR3 > Database: MySQL 5.1.63 (x64) > > > _______________________________________________ > Opensim-users mailing list > [email protected] > https://lists.berlios.de/mailman/listinfo/opensim-users > -- 'Consider how the lilies grow. They do not labor or spin.' *Rameshsharma Ramloll* PhD, CEO CTO DeepSemaphore LLC, Affiliate *Research Associate Professor*, Idaho State University, Pocatello, ID 83209 Tel: 208-240-0040 LinkedIn <http://www.linkedin.com/in/rameshramloll>, DeepSemaphore LLC<http://www.deepsemaphore.com>, RezMela <http://www.rezmela.com>, Google+ profile<https://plus.google.com/103652369558830540272/about>
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