[Opensim-dev] Redesigning the Physics-Interface
Gerhard Dünnebeil
Gerhard.Duennebeil at chello.at
Sat Nov 22 15:48:25 UTC 2008
A big leap in the right direction i think.
Just one question: When you delete a physics entity you are aware that
certain properties must survive this (e.g. settings from LSL scripts)?
Simply delete and reconstruct might be a bit soo simple.
But otherwise: +1
Gerhard
Melanie wrote:
> 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
>>>
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>>>
>>>
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