[Opensim-dev] How stopped is stopped?

Teravus Ovares teravus at gmail.com
Thu Nov 15 02:21:56 UTC 2007


0.o
Scratch that..      less then 0.02



On 11/14/07, Teravus Ovares <teravus at gmail.com> wrote:
>
> A good threshold is simply to use the linear velocity for now..     and
> where velocity is greater then 0.02.   Be sure to use Math.Abs around the
> velocity.
>
> :D
>
>
>  On 11/14/07, Sean Dague <sean at dague.net> wrote:
>
> > I put a patch into the prim storage today to store prims that are
> > physical, but stopped (0 linear velocity & 0 angular velocity).  It
> > triggers a lot less often than I'd expect.  So what threshold is there
> > for actually being stopped in the engine?  I suspect I'm hitting a
> > floating point rounding issue, so any ideas on threshold here would be
> > great.
> >
> > Thanks,
> >
> >        -Sean
> >
> > --
> > __________________________________________________________________
> >
> > Sean Dague                                       Mid-Hudson Valley
> > sean at dague dot net                            Linux Users Group
> > http://dague.net                                 http://mhvlug.org
> >
> > There is no silver bullet.  Plus, werewolves make better neighbors
> > than zombies, and they tend to keep the vampire population down.
> > __________________________________________________________________
> >
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