MantisBT - opensim
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0005487opensim[REGION] Physics Enginespublic2011-05-17 11:402019-04-08 01:34
WordfromtheWise 
 
normalmajoralways
confirmedopen 
 
 
all latest git revisions as far i could test
Grid (1 Region per Sim)
ODE
Unknown
None
all viewers Hip/ IMP /SL)
0005487: Physical Prims cannot be set Phantom

In SL it is possible to set a Prim Physical and Phantom
which results in a Prim rezzed above ground falls down
and i can walk through it or i can move those physical
prims through each other.

-> On opensim (osgrid) this prim just stays up in the air
and can not be moved although the hand icon is visible.

And the prims can also not be moved by llMovetoTarget scripts

- Rezz 2 prims about 5 meters in the air
- Set one prim physical
-> Object falls to the ground
- Set the other Prim Phantom
- Set the same Prim to Physical
-> Objects keeps its place floating in the Air

i tested this with all viewers (Hippo / Imprudence / SL 1.23)
and on different opensim versions (0.6* and 0.7* up to latest DEV)..

this is different to the behaviour in Sl and is much needed
for all kind of moving things on the regions.

Moving prims around by script and not colliding with other prims
(and than stopping its movement) would be very usefull. Using
Script Hacks is not an option with e.g. random moving prims ..
No tags attached.
has duplicate 0002815closed  llMoveToTarget don't work on phantom prims 
has duplicate 0004683closed  Phantom + Physical objects are static 
Issue History
2011-05-17 11:40WordfromtheWiseNew Issue
2011-05-17 11:40WordfromtheWiseGit Revision => all latest git revisions as far i could test
2011-05-17 11:40WordfromtheWiseSVN Revision => 0
2011-05-17 11:40WordfromtheWiseRun Mode => Grid (1 Region per Sim)
2011-05-17 11:40WordfromtheWisePhysics Engine => ODE
2011-05-17 11:40WordfromtheWiseEnvironment => Unknown
2011-05-17 11:40WordfromtheWiseMono Version => None
2011-05-17 11:40WordfromtheWiseViewer => all viewers Hip/ IMP /SL)
2011-07-16 01:06makopoppoNote Added: 0018923
2011-07-16 01:06makopoppoRelationship addedhas duplicate 0002815
2011-07-16 01:08makopoppoNote Added: 0018925
2011-07-16 01:11makopoppoNote Added: 0018926
2011-07-16 01:11makopoppoRelationship addedhas duplicate 0004683
2019-02-25 07:26tampaNote Added: 0034848
2019-02-25 07:26tampaStatusnew => confirmed
2019-04-08 01:34UbitUmarovNote Added: 0035062

Notes
(0018923)
makopoppo   
2011-07-16 01:06   
From 0002815
-----
as written in the summary.

example code:

DOES NOT WORK:

default {
    state_entry() {
        llSetRot(<0,0,0,1>);
        llSetStatus(STATUS_PHYSICS, TRUE);
        llSetStatus(STATUS_PHANTOM, TRUE);
        llSetBuoyancy(1);

        llMoveToTarget(llGetPos() + <5, 0, 0>, 1.0);
    }
}

WORKS WELL:

default {
    state_entry() {
        llSetRot(<0,0,0,1>);
        llSetStatus(STATUS_PHYSICS, TRUE);
        llSetStatus(STATUS_PHANTOM, FALSE);
        llSetBuoyancy(1);

        llMoveToTarget(llGetPos() + <5, 0, 0>, 1.0);
    }
}


tx Oh
---
(0018925)
makopoppo   
2011-07-16 01:08   
Reminder sent to: thomax

0002815 was integrated into 0005487
(0018926)
makopoppo   
2011-07-16 01:11   
Reminder sent to: Jacek Antonelli

integrated 0004683 into this issue
----
Objects which are both Phantom and Physical don't behave physically. In other words, they don't fall from gravity, and they aren't affected by script functions such as llSetForce or llMoveToTarget. They are Phantom, though (I can walk through them). It seems as if they are completely removed from the physics simulation.

The expected behavior for Phantom + Physical objects is to behave physically, but not collide with anything. I use this for several of my projects in SL (kites, flying creatures, etc.), but they won't work in OpenSim until this issue is fixed. :\


How to reproduce:

1. Create a new prim and move it up a meter or so (so you could see it fall down).
2. Enable the Phantom and Physical checkboxes for the object.
3. Deselect the prim.

Expected behavior: The prim should fall down through the ground.
Observed behavior: The prim doesn't move at all.
----
(0034848)
tampa   
2019-02-25 07:26   
Didn't really know what to change this too, it appears fixed in ubode, but under Bullet the phantom flag is still ignored on physicals by default. Would this be hard to change for Bullet? Otherwise I guess ubode provides this function now.
(0035062)
UbitUmarov   
2019-04-08 01:34   
Physical phantoms only work(I hope) correctly on ubOde. They only collied with terrain

correction:
Expected behavior: The prim should fall down TO the ground.

remember than phantom is a link set property

volume detectors are another class that show on viewers as phantom, but is a different "thing"