[Opensim-dev] Questions about Vehicle scripting calls

R.Gunther rigun at rigutech.nl
Mon Jun 11 12:36:21 UTC 2012


i looked at the wiki and it looks very intressting. i really need to 
test that command in uhmm sl.
It sounds a very p[romesing command for opensim. and solve some 
headaces. like cant us smooth movement or be stuck with but phyics and 
high timeings.



On 2012-06-11 04:18, Mike Higgins wrote:
>     llKeyframedMotion is key (pun intended). I'd be willing to bet 
> that after discounting cars and airplanes and such, 99% of the 
> remaining physical objects in SL are only physical to try and get 
> smooth liner motion. I assume that llKeyframedMotion is easier on the 
> SIM than physical objects and vehicles. And a lot of the vehicles that 
> use the physical vehicle API could probably be done as non-physical 
> objects with llKeyframedMotion. I encourage you to donate this to 
> OpenSim soon Melanie, so people will get used to using it and save us 
> from using physics.
>
> On 6/7/12 5:52 AM, Melanie wrote:
>> Hi,
>>
>> we use a module that is been developed for us as custom work. It
>> allows running unmodified SL vehicle scripts - well, mostly. We also
>> have llSetKeyframedMotion() for things that don't really need to be
>> physical. The latter will be donated to OpenSim at some point.
>>
>> Melanie
>>
>> On 06/06/2012 19:41, Bengt Falke wrote:
>>> Does anybody know what kind of physics Avination use? Physics works 
>>> better there if I remember correctly?
>>> Void Pipe
>>>
>>> 6 jun 2012 kl. 19:10 skrev James Hughes:
>>>
>>>> I have been experimenting with trains in SL and would like to make 
>>>> a physical one that works in OpenSim. Hopefully these cases aren't 
>>>> some limitation of the physics engines and can have a proper fix.
>>>>
>>>> -BlueWall
>>>>
>>>> On 06/05/2012 07:46 PM, Mike Higgins wrote:
>>>>> I was talking to Justin Clark-Casey at the OpenSim developers meeting
>>>>> this morning, and he suggested that the mailing lists would be the
>>>>> easiest way to have a conversation about vehicle physics on OpenSim.
>>>>> Justin you there? Is this where you meant? Anyone else want to talk
>>>>> about vehicle scripting in OpenSim?
>>>>>
>>>>> I am in the process of testing the OpenSim vehicle scripting calls 
>>>>> and
>>>>> trying to find out what works and what can be worked around. I am
>>>>> submitting mantis reports when I think I see a true bug, issue 
>>>>> numbers
>>>>> 0006039 <http://opensimulator.org/mantis/view.php?id=6039> and 
>>>>> 0006040
>>>>> <http://opensimulator.org/mantis/view.php?id=6040> for starters. 
>>>>> Instead
>>>>> of submitting 1000 line vehicle scripts that do not work, I am 
>>>>> writing
>>>>> small 10-line scripts that demonstrate a particular problem.
>>>>>
>>>>> Issue 0006040 <http://opensimulator.org/mantis/view.php?id=6040> is
>>>>> particularly interesting because if my hypothesis is correct, the 
>>>>> linear
>>>>> motor direction is being actively projected onto the global XY 
>>>>> plane. I
>>>>> cannot get an airplane to glide up, or a balloon to rise using the
>>>>> linear motor. (Hover height works with balloons, but not the linear
>>>>> motor even with hover height disabled). The interesting thing 
>>>>> about this
>>>>> is that my hypothesis suggests that there is extra code doing this
>>>>> projection onto the XY plane. I checked the vehicle flags and there
>>>>> isn't one that should force this extra projection into the 
>>>>> calculations.
>>>>> Vehicle type balloon is supposed to have all the flags removed, 
>>>>> but just
>>>>> to be sure I used the remove call to clear them all. The linear motor
>>>>> still cannot go up. Can someone familiar with the code look at the
>>>>> linear motor and tell me why this is happening and if there is a 
>>>>> way to
>>>>> disable it? (I tried turning flags like 
>>>>> VEHICLE_FLAG_NO_DEFLECTION_UP on
>>>>> to see if this flag was inverted, and if it applied to the motor 
>>>>> instead
>>>>> of deflection, but no luck).
>>>>>
>>>>> The fun thing is that I can write one kind of vehicle that works 
>>>>> well --
>>>>> assuming this bug is there. I built a vehicle that has the linear 
>>>>> motor
>>>>> set to <0,0,20>, pointing straight up. When the vehicle is perfectly
>>>>> horizontal, the projection of this motor onto XY is <0,0,0> and the
>>>>> vehicle does nothing. But then when you tilt the vehicle in any
>>>>> direction, the projection of the linear motor on XY becomes 
>>>>> non-zero and
>>>>> causes it to start moving in the direction of tilt. This feels a lot
>>>>> like an RL helicopter, so I used the control keys to pitch down/up to
>>>>> move forward/backwards, added yaw left and right, and used 
>>>>> page-up/down
>>>>> to increase/decrease the hover height. I put it in a hacked together
>>>>> helicopter build and it is a lot of fun!
>>>>>
>>>>> I'm looking for work-arounds for the current vehicle routine 
>>>>> behaviors.
>>>>> One work-around for an airplane is to turn on hover height, check the
>>>>> airplane speed and pitch once a second in timer(), calculate what
>>>>> altitude the plane should get to in the next second, and set hover
>>>>> height to that altitude. The things we do to get stuff working!
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> Opensim-dev mailing list
>>>>> Opensim-dev at lists.berlios.de
>>>>> https://lists.berlios.de/mailman/listinfo/opensim-dev
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