Re: [Opensim-dev] Avatar sinking into the terrain

2012-07-17 Thread nlin
 On 16/07/12 10:52, Oren Hurvitz wrote:
 I want to bring up again the problem of avatars sinking into the terrain.

I strongly believe that to properly resolve this, better physics
visualization is needed to visualize the internal data structures (the
terrain and the physical avatar capsule). There was some code
available that would display the physics world as ODE sees it in
real-time, but when I last worked on this (years ago) I think the
terrain wasn't visualized. If the code is still as I last left it,
then the avatar capsule orientation is still rather hacky in that it
is always tilted. A straight-up capsule should theoretically have
worked fine, but it didn't (falling through the ground very
frequently), and apparently a tilted capsule, while better, also
doesn't always work.

I remember being able to reproduce the problem (a collision should
have been registered, but wasn't) and investigating the in-memory
structures of the terrain collider, but I didn't have time to find the
root cause. Though I'm not actively working on OpenSim these days,
this still bugs me, as I feel I was close to the solution but didn't
quite get there.

To really get to the root cause, I would recommend implementing some
sort of collision logging, visualization, and forward/backward
stepping through the log file to see what collisions are happening at
each timestep. Then find a specific geometry that can reliably
reproduce the bug and determine where the missing collisions are
occurring (times when the avatar capsule is geometrically intersecting
the terrain - which must be confirmed in the visualization tool
previously mentioned - yet ODE failed to report a collision). Then,
trace through the capsule-terrain collider to see why the collision
was not produced.

It would be a fun endeavor for me but my hands are full with other
projects right now. :(

-Norman (nlin)
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Re: [Opensim-dev] Leaving Project

2009-11-23 Thread nlin
2009/11/23, Frisby, Adam a...@deepthink.com.au:
 The big problem here is there's a very real lack of viewer developers in
 this community - there is some overlap between server  network engineers
 (like the OS community) and 3D Viewer Developers here, but not much. If we
 do have 3D devs in the community who haven't done anything and feel like
 contributing - you really should be talking to some of the 'next gen viewer'
 projects and seeing if we can get something awesome done faster.

Hear, hear :)

As far as I know there are three viewer projects that are written in
C#, so those would be a good opportunity for interested C# OpenSim
developers to contribute. The three that I know of are Looking Glass,
IdealistViewer, and Rei (based on IdealistViewer). Rei also has a
plugin architecture similar to OpenSim, and can be controlled with
JavaScript, so extending the viewer is rather easy.

All three of these C# viewers would be candiates for OpenSim
developers to work on without worrying about code taint issues that
might arise when looking at GPL viewer code. You don't necessarily
need to have extensive 3D graphics knowledge to contribute, because 3D
graphics is only a small part of the code; the rest is similar to what
OpenSim is doing (receiving/processing/forwarding data).

-nlin
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Re: [Opensim-dev] [Opensim-users] Changed default av_capsule_tilted to false in OpenSim master

2009-11-09 Thread nlin
Hi,

2009/11/10, Justin Clark-Casey jjusti...@googlemail.com:
 There was a bit of discussion last week in the OpenSim dev's office hour and 
 on
 irc that changing av_capsule_tilted = false in OpenSim.ini.example would be a
 good idea in the master branch for avatar related physics for ODE.

The av_capsule_tilted=false should generally be safe. Please let me
mention some general things to watch out for. These shouldn't be a
problem now, but were problems that I encountered and hopefully fixed:
1) Avatar falling through terrain
2) Extremely rapid changes of direction and movement could conceivably
cause the avatar capsule to become unstable.

Note that these items are refer to poor behavior in terms of the
physics engine itself (visualized with drawstuff), as opposed to ways
that poor behavior might manifest itself in the viewer (such as
bendy-knees).

Regarding 1, terrain collisions, reducing the avatar tilt seems to
increase the tendency of the avatar to fall through the terrain - this
has something to do with the ODE terrain collider, which I wasn't able
to fully debug - anyone wanting to give it a shot, let me know. As a
workaround, currently a small, experimentally-determined tilt is
maintained (even with tilt=false) to prevent falling through the
terrain. This isn't ideal, but seems to work well enough.

Regarding 2, rapid changing of avatar direction: The tilt rotates with
the avatar, snapped in 90-degree increments to one of  four directions
(NE,NW,SE,SW), so that the direction of the tilt always is opposite
the direction of movement. In other words, if your avatar is moving
forwards, the avatar is leaning slightly backwards. The reason the
tilt is rotated with the avatar is to reduce/remove
direction-dependent behavior, such as being only able to climb over
prims from a certain direction. The reason the tilt rotation is
snapped to 90-degree increments, instead of smoothly rotating with the
avatar, is to prevent extremely rapid changes in tilt orientation,
which is done by setting ODE motor stops. If you change ODE motor
stops too rapidly, the avatar capsule may explode and go flying
several hundred meters into the air. Conceivably, if your avatar
walked directly straddling a line facing northeast and constantly did
a zig-zag motion above and below the NE line, this could cause the
avatar orientation to change rapidly enough to cause avatar
instability. In practice I doubt that this will be an issue. (Still,
would be interesting to write a bot to try to provoke this behavior.)

More generally, however, this dynamically rotating tilt is not ideal.
I think there are 2 avatar physics issues that need further
investigation:

1. Removing the tilt completely instead of just reducing it. Currently
not workable because the terrain collider then allows the avatar
capsule to fall through sometimes. Fixing this would allow complete
consistency (direction-independence) in avatar physics behavior, close
avatar interactions like hugging, and no need for changing the motor
stops while the avatar is moving, reducing risk of explosion.

2. Allowing flexible height of steps that the avatar can step over.
Currently the bottom-most hemisphere of the avatar capsule always
drags against the terrain or any objects it collides with. This has
the limitation that the height of obstacles that can successfully be
stepped over cannot be directly tuned, as it depends indirectly on the
size of the hemisphere and the specifics of collision handling (things
like ERP, CFM, bounce). Ideally we would want to be able to directly
tune the height of steppable objects in OpenSim.ini, or perhaps have
this be different per avatar (dependent e.g. on the avatar height).
But it looks like we would probably have to implement a new avatar
physics mechanism to handle this flexibly: something like a floating
capsule, capsule+sphere, or using mesh collisions instead of primitive
capsules.

-nlin
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[Opensim-dev] Answering some questions about 3Di Viewer Rei

2009-10-01 Thread nlin
Hi,

Great to see the interest in and discussion around the open source 3Di
viewer Rei. As for some of the questions that have been raised, let me try
to address them here.

1. Upstream OpenSim: Rei works with upstream open source OpenSim. We have
several reports of it being used successfully, so please let us know if you
have problems getting it running. There are probably bugs, and we'll be
working on fixing those bugs. If you find some bugs, please post them to our
public bug tracker on github: http://github.com/3di/3di-viewer-rei/issues

2. 3D Meshes: We are very interested in working with the community to
continue the ongoing discussion about how to get meshes working in upstream
OpenSim. The 3Di commercial product 3Di OpenSim Enterprise has implemented a
specific mesh solution that depends on Irrlicht-format meshes, because our
rendering engine and content tools are based on Irrlicht. However,
Irrlicht-format files are probably not going to be usable in viewers that
aren't based on Irrlicht. So the next step is to continue discussion about
community needs, to find a general, standard mesh solution for OpenSim.

3D meshes are just one example of new content types that can be implemented
when compatible licenses allow developers to work both on server and viewer.
I'm sure there are many other more exciting things that are possible.

Thanks,
-nlin
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[Opensim-dev] 3Di Viewer Rei goes open source (BSD licensed in-browser viewer)

2009-09-29 Thread nlin
Hello,

Today 3Di's in-browser viewer source code has been opened up, as the project
3Di Viewer Rei. The license is BSD. Please have a look if you are
interested!

Project home page: http://3di-rei.org
Press release: http://3di.jp/en/news/2009093001.html

We're very interested in further development of this open source viewer with
the community. Thanks to the IdealistViewer developers, as portions of Rei
use source code from an early version of IdealistViewer. Rei uses no code
from GPL-licensed viewers.

The Rei source code is in git at github, with the main repository at:
http://github.com/3di/3di-viewer-rei

Thanks,
-nlin
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[Opensim-dev] Avatar physical capsule tilt in ODE, Mantis #2905

2009-06-16 Thread nlin
Hello people,

I was investigating some physical avatar behavior with ODE and managed to
fix the avatar capsule tilt that causes Mantis #2905 to occur and also
causes other inconsistency in avatar movement (e.g. sometimes not being able
to pass through thin passages). However, I noticed that the fixing the
capsule tilt seems to cause the avatar to sink into the terrain if the slope
is steep. I suspect that there may be some fudge factors in the physics
code that were tuned to work with the leaning capsule which may need to be
re-tuned, but I am not sure at this point.

Removing the capsule tilt results in a consistently-behaving,
straight-upright capsule. Even though this behavior is on the whole
preferable, it may cause some hiccups for anything that was tuned to work
with the old leaning avatar capsule.

I was planning on going ahead and committing this patch. To avoid breaking
anything that depends on the current behavior I will add an option to
OpenSim.ini in the [ODEPhysicsSettings] section, something like
av_capsule_tilted = true as the default with no change in behavior, and
false as the corrected but not yet thoroughly verified mode. If no
problems arise, we can later change false to the default.

Any objections?

Thanks,
N Lin (nlin)
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Re: [Opensim-dev] mantis resolved vs. closed

2009-01-25 Thread nlin
Hello,

One possible source of confusion is that the OpenSim wiki says Please leave
closing of bugs to core team. A closed bug means we think it's gone forever,
or the bug report is invalid. (http://opensimulator.org/wiki/Bugs) That may
explain why lots of issues remain in the resolved state. Is the wiki
statement no longer valid?

-nlin

2009/1/26 Nebadon Izumi nebadon2...@gmail.com

 I always saw it as that when a developer or someone marked a ticket as
 resolved it meant they made an attempt to resolve this item and that the
 filer needs to test it and either close the ticket or re-open back to a true
 bug status, and only the reporter should close the ticket, that is until a
 certain amount of time passes then either a manager or developer should
 close the ticket as they see fit.

 Hope this helps.

 Nebadon

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Re: [Opensim-dev] Vehicles in Opensim

2009-01-15 Thread nlin
Hello,

LSL vehicle scripts currently won't work as-is, since the
vehicle-related functions are basically stubs for now. Also, since
OpenSim is using a different physics engine back end than SL, it's
unlikely that 100% compatibility with LSL vehicle scripts will be
achieved any time soon, if at all - at the very least, vehicle
parameters would need to be tweaked, preventing use of existing
scripts as-is.

Some people have had good success - apparently better than with the
original SL vehicles - implementing vehicles by setting forces
directly via LSL. Another option, that can be combined with this, is
to use joints to directly model rotating wheels. See the OpenSimulator
wiki page on NINJA_Physics for more information on this latter option.

Thanks,
N Lin (nlin)



2009/1/15, Ai Austin ai.ai.aus...@googlemail.com:
 the LSL is all going very well indeed, thanks to the developers for
 all the work on this.  Many scripts I bring over from SL work fine
 first time now.  But my vehicle scripts simply give a compile error
 saying wrong script engine in use. I am using

 physics = OpenDynamicsEngine
 meshing = ZeroMesher

 physical_prim = true
 DefaultScriptEngine = ScriptEngine.DotNetEngine

 I tried switching to XEngine, but then many scripts failed to
 compile, so I assume its not as mature in terms of LSL support?

 The region XML files have some new (default written) entries in them
 that might affect this?

 nonphysical_prim_max=0 physical_prim_max=0
 clamp_prim_size=false object_capacity=0

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