[Opensim-dev] BulletSim upgrade and fixes

Mister Blue misterblue at misterblue.com
Tue Aug 15 18:53:33 UTC 2017


It sounds like it is not noticing the changes in the prim parameters to
recalculate the prim mesh. I'll look into that.

On Tue, Aug 15, 2017 at 11:20 AM, Mike Lorrey <bntholdings at gmail.com> wrote:

> I have found an interesting bug in Kitely with Bullet: when you torture a
> prim, or scale a prim, that has hollow spaces, even a mesh with hollow
> spaces, the object defaults to its non-hollow/non-cut collision mesh, UNTIL
> region restart, whereupon the simulator seems to recalculate the collision
> mesh accounting for any hollows/cuts/empty spaces in mesh.
> There is also some difficulty in making doors/passages easy to go through
> in mesh with Bullet, it often requires adding a number of rows of faces
> inside the edge of the opening to make the physics engine recognise that
> there is an opening there that avatars and other objects can pass through
> without collisions.
>
> On Tue, Aug 15, 2017 at 1:37 PM, Mister Blue <misterblue at misterblue.com>
> wrote:
>
> > An update to BulletSim has been checked into the OpenSimulator that
> > upgrades BulletSim with version 2.86 of the Bullet physics engine
> > <http://bulletphysics.org/> as well as fixing some known problems.
> >
> > Mantis 8010 <http://opensimulator.org/mantis/view.php?id=8010>
> (“BulletSim
> > does not always call collision events on collisions”) was caused by
> > BulletSim not doing collision detection on all of the physics engine
> > sub-steps. This meant that fast moving objects (like bullets) could
> bounce
> > off of a target without reporting any collisions. For those into details,
> > any OpenSimulator <http://opensimulator.org/> physics engine is called
> > every tenth of a second to simulate the next tenth of a second of time.
> > BulletSim internally steps 10 times within that tenth of a second to do a
> > higher resolution physics simulation – a tenth of a second is a long
> > simulation step but that’s the way OpenSimulator
> > <http://opensimulator.org/> does
> > it.
> >
> > Mantis 8011 <http://opensimulator.org/mantis/view.php?id=8011>
> (“BulletSim
> > fails to send land_collision messages on some terrain”) was caused by
> > BulletSim computing terrain height differently than the mesh in the
> physics
> > engine. So, an object on steep terrain could compute as underground to
> some
> > code while appearing above ground in other code. BulletSim prevents
> > physical objects from going underground by pushing them up when the do.
> > This check would sometimes cause a falling object to float over terrain
> > rather than colliding with the terrain.
> >
> > The problem in Mantis 7132
> > <http://opensimulator.org/mantis/view.php?id=7132> (“Collisions stop for
> > no
> > apparent reason on BulletSim”) hasn’t been explicitly fixed. Still
> looking
> > for that problem.
> >
> > I found an additional problem that collision_end events don’t happen if
> the
> > colliding object does an llDie() on its collision. For instance, a target
> > object wouldn’t get a collision_end event for a bullet object that hits
> the
> > target and does an llDie() on its collision. It looks like the ODE and
> > ubODE physics engines don’t exhibit this problem because of the order
> that
> > collisions are reported to the simulator. The fix is some code
> > re-organization in SceneObjectPart.cs.
> >
> > Still in the pipeline is the proper implementation of PhysicsShapeType
> and
> > then physics engine implementation of raycast.
> > _______________________________________________
> > Opensim-dev mailing list
> > Opensim-dev at opensimulator.org
> > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
> >
>
>
>
> --
> Mike Lorrey
> CEO Galactic Systems, Inc
> VP Stokens Venture Capital
> bntholdings at gmail.com <mike at tokens.vc>
> mike at stokens.co
> International Spaceflight Museum
> mike at ismuseum.org
> Skype: michael.lorrey
> LinkedIn: https://www.linkedin.com/in/mikelorrey
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>


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