[Opensim-dev] Redesigning the Physics-Interface
Melanie
melanie at t-data.com
Sat Nov 22 15:46:35 UTC 2008
Hi,
I was planning to do that. The idea is to create / delete / modify
physical composition from creation, linking, and deletion only.
E.g. CreatePhysicsActor(IEntity), RemovePhysicsActor(IEntity), where
IEntity is a root entity (e.g. not a child of anything).
Link would delete the old physics actor and then create a new one
from scratch after linking.
Melanie
Gerhard Dünnebeil wrote:
> Stefan,
>
> sure, you are completely right.
>
> But you should understand the ideas of the ODE. ODE knows about bodies
> and geometries.
>
> A body is something that has a mass and can move over time.
> A geometry describes the collision behaviour of a body but is a distinct
> concept and the coupling is loose (means you can have bodies without a
> geometry and geometries without a body).
>
> An object without a geometry won't collide. If this is something
> meaningful is another discussion.
>
> A geometry without an object won't move on a collision. This is a static
> object in SL speak.
>
> It is possible to add more than one(!) geometry to one body thus
> composing an object with a complex geometry but behaving as one rigid
> entity.
>
> Currently we create one geometry and one body for each prim. That is --
> as far as I understand things -- part of the instability problems.
> Trying to fix that lead me into a situation where I have to reconstruct
> the parent/child relationship from a lot of calls to the API. This leads
> to situations where a child prim is created first -- with a geometry and
> a body -- then linked to a parent so the body is destroyed again, ......
>
> This is not only inefficient but very complex and error prone.
>
> Things would be much easier if linked objects would be given to the
> physics API as such. After all we want them to behave as exactly that:
> one object.
>
> Look at the new approach, you'll find an Orwell situation "each thing is
> entity but some are more entity than others" as the current approach
> also knows a hierachical relation ship.
> I just propose, this hierarchy is given to the phys engine in a
> convenient way as well.
>
> So "Or, would IEntity have a 'composite mesh' that is a combination of
> all child meshes?" Not exactly but in a more lenient way of looking at
> it, you are correct.
>
>
> Best regards
> Gerhard
>
>
>
> Stefan Andersson wrote:
>> Errr... actually, aren't we going the exact opposite direction, with
>> the 'everything is IEntity' approach?
>>
>> Or, would IEntity have a 'composite mesh' that is a combination of all
>> child meshes?
>>
>> I guess, to be able to collide with a child, you would still have to
>> retain it as a separate mesh entity?
>>
>> Best regards,
>> Stefan Andersson
>> Tribal Media AB
>>
>> Join the 3d web revolution : http://tribalnet.se/
>>
>>
>>
>>
>>
>>
>> ------------------------------------------------------------------------
>>
>> Date: Sat, 22 Nov 2008 06:44:44 -0600
>> From: james.stallings at gmail.com
>> To: opensim-dev at lists.berlios.de
>> Subject: Re: [Opensim-dev] Redesigning the Physics-Interface
>>
>> Hello Gerhard :D
>>
>> Unless I am sadly mistaken, something of the sort is currently in
>> progress.
>>
>> Cheers,
>> James
>>
>>
>> On Sat, Nov 22, 2008 at 6:37 AM, Gerhard Dünnebeil
>> <Gerhard.Duennebeil at chello.at <mailto:Gerhard.Duennebeil at chello.at>>
>> wrote:
>>
>> Hi
>>
>> this is the start of a discussion about the interface to the physics
>> plugins.
>>
>> After having tried working on the ODE plugin, specially focussed on
>> linked objects I think the current interface has a severe short
>> coming.
>>
>> The problem I see is, that it is prim orientated while an object
>> orientation would better suit the needs.
>>
>> Why is it so?
>>
>> Currently it seems to me, the information is given to the phys engine
>> prim by prim. Any object information is only given in fragments.
>> This leads to the situation that the object relations must be
>> reconstructed by the phys engine and it often leads to the situation
>> that individual prims get constructed and shortly after get destructed
>> again as it turns out that the respective prim is part of a larger
>> link set.
>>
>> For that reason I ask your thoughts about a redesign of that
>> interface.
>>
>> Best regards
>> Gerhard
>>
>> _______________________________________________
>> Opensim-dev mailing list
>> Opensim-dev at lists.berlios.de <mailto:Opensim-dev at lists.berlios.de>
>> https://lists.berlios.de/mailman/listinfo/opensim-dev
>>
>>
>>
>>
>> --
>> ===================================
>> The wind
>> scours the earth for prayers
>> The night obscures them
>>
>> http://osgrid.org <http://osgrid.org/>
>> http://del.icio.us/SPQR
>> http://twitter.com/jstallings2
>> http://www.linkedin.com/pub/5/770/a49
>> ------------------------------------------------------------------------
>>
>> _______________________________________________
>> Opensim-dev mailing list
>> Opensim-dev at lists.berlios.de
>> https://lists.berlios.de/mailman/listinfo/opensim-dev
>>
>
> _______________________________________________
> Opensim-dev mailing list
> Opensim-dev at lists.berlios.de
> https://lists.berlios.de/mailman/listinfo/opensim-dev
>
>
More information about the Opensim-dev
mailing list