[Opensim-dev] PRIM_PHYSICS_SHAPE_TYPE and PRIM_PHYSICS_SHAPE_CONVEX missing.

Wade Schuette wade.schuette at gmail.com
Wed Dec 26 19:28:54 UTC 2012


I'm not sure, but I think the implication of this is that it's difficult 
to make, say, even a simple 1 room complex set using mesh (in something 
like SketchUp or Blender)  and then get it to behave properly in Second 
Life, as you need the interior spaces to "work".

Has anyone had success importing mesh closed rooms or buildings into 
Second Life?

Wade


On 12/26/12 10:26 AM, Teravus Ovares wrote:
> I was there during the physics meetings on this on Agni.. The convex 
> hull checkbox turns the physics proxy into a shape much like if you 
> were to wrap plastic wrap around the object. Unlike the current 
> functionality, it doesn't split them into multiple convex hulls to 
> approximate the concave areas also.
> The other options are physics approximation options.
> The general purpose of these options is to give the content creator 
> the option of reducing the physics load on the simulator which would 
> normally be tri-mesh.
> Also..   where we mesh sculpted prim, Agni, traditionally has been a 
> spheroid..  but I believe that the items are controllable with 
> scripting and/or a drop down menu with the right cap response to the 
> cap that expresses what features the simulator supports.
> Best Regards
> Teravus
>
> On Wed, Dec 26, 2012 at 10:19 AM, Adams, Robert 
> <robert.adams at intel.com <mailto:robert.adams at intel.com>> wrote:
>
>     BulletSim uses convex hulls for all physical objects. It does not
>     use the convex hull that may have been defined in the mesh but it
>     generates an approximate convex hull using the HACD algorithm
>     (http://codesuppository.blogspot.com/2011/05/hacd-hierarchical-approximate-convex.html).
>
>     What do you require of the convex hulls?
>
>     -- ra
>
>     *From:*opensim-dev-bounces at lists.berlios.de
>     <mailto:opensim-dev-bounces at lists.berlios.de>
>     [mailto:opensim-dev-bounces at lists.berlios.de
>     <mailto:opensim-dev-bounces at lists.berlios.de>] *On Behalf Of
>     *Dahlia Trimble
>     *Sent:* Friday, December 21, 2012 5:16 PM
>     *To:* opensim-dev at lists.berlios.de
>     <mailto:opensim-dev at lists.berlios.de>
>     *Subject:* Re: [Opensim-dev] PRIM_PHYSICS_SHAPE_TYPE and
>     PRIM_PHYSICS_SHAPE_CONVEX missing.
>
>     standard opensim with ODE physics does not support convex hull
>     collision shapes. I believe BulletSim does but I don't know if
>     it's been extended into the LSL API.
>
>     On Fri, Dec 21, 2012 at 4:43 PM, R.Gunther <rigun at rigutech.nl
>     <mailto:rigun at rigutech.nl>> wrote:
>
>     i just wanted to try a default example ofllSetKeyframedMotion
>     script on http://wiki.secondlife.com/wiki/LlSetKeyframedMotion
>     The "Universal Hinged Motion in 8 Key Frames" is useing
>
>      llSetLinkPrimitiveParamsFast(LINK_THIS, [PRIM_PHYSICS_SHAPE_TYPE,
>     PRIM_PHYSICS_SHAPE_CONVEX]);
>
>     It seems opensim dopnt support [PRIM_PHYSICS_SHAPE_TYPE,
>     PRIM_PHYSICS_SHAPE_CONVEX] as setting ?
>     Time to dig my own example script up....
>
>
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