<div>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.</div>
<div> </div><div>The other options are physics approximation options.</div><div> </div><div>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.</div>
<div> </div><div>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.</div>
<div> </div><div>Best Regards</div><div> </div><div>Teravus</div><div><br> </div><div class="gmail_quote">On Wed, Dec 26, 2012 at 10:19 AM, Adams, Robert <span dir="ltr"><<a href="mailto:robert.adams@intel.com" target="_blank">robert.adams@intel.com</a>></span> wrote:<br>
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<p class="MsoNormal"><span style="color:rgb(31,73,125);font-family:"Calibri","sans-serif";font-size:11pt">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 (<a href="http://codesuppository.blogspot.com/2011/05/hacd-hierarchical-approximate-convex.html" target="_blank">http://codesuppository.blogspot.com/2011/05/hacd-hierarchical-approximate-convex.html</a>).<u></u><u></u></span></p>

<p class="MsoNormal"><span style="color:rgb(31,73,125);font-family:"Calibri","sans-serif";font-size:11pt"><u></u> <u></u></span></p>
<p class="MsoNormal"><span style="color:rgb(31,73,125);font-family:"Calibri","sans-serif";font-size:11pt">What do you require of the convex hulls?<u></u><u></u></span></p>
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<p class="MsoNormal"><span style="color:rgb(31,73,125);font-family:"Calibri","sans-serif";font-size:11pt">-- ra<u></u><u></u></span></p>
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<p class="MsoNormal"><b><span style="font-family:"Tahoma","sans-serif";font-size:10pt">From:</span></b><span style="font-family:"Tahoma","sans-serif";font-size:10pt"> <a href="mailto:opensim-dev-bounces@lists.berlios.de" target="_blank">opensim-dev-bounces@lists.berlios.de</a> [mailto:<a href="mailto:opensim-dev-bounces@lists.berlios.de" target="_blank">opensim-dev-bounces@lists.berlios.de</a>]
<b>On Behalf Of </b>Dahlia Trimble<br>
<b>Sent:</b> Friday, December 21, 2012 5:16 PM<br>
<b>To:</b> <a href="mailto:opensim-dev@lists.berlios.de" target="_blank">opensim-dev@lists.berlios.de</a><br>
<b>Subject:</b> Re: [Opensim-dev] PRIM_PHYSICS_SHAPE_TYPE and PRIM_PHYSICS_SHAPE_CONVEX missing.<u></u><u></u></span></p><div><div class="h5">
<p class="MsoNormal"><u></u> <u></u></p>
<p style="margin-bottom:12pt" class="MsoNormal">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.<u></u><u></u></p>

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<p class="MsoNormal">On Fri, Dec 21, 2012 at 4:43 PM, R.Gunther <<a href="mailto:rigun@rigutech.nl" target="_blank">rigun@rigutech.nl</a>> wrote:<u></u><u></u></p>
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<p class="MsoNormal">i just wanted to try a default example of<span style="font-size:18pt">
</span><span style="font-size:10pt">llSetKeyframedMotion</span> script on <a href="http://wiki.secondlife.com/wiki/LlSetKeyframedMotion" target="_blank">
http://wiki.secondlife.com/wiki/LlSetKeyframedMotion</a><br>
The "Universal Hinged Motion in 8 Key Frames" is useing<br>
<br>
 llSetLinkPrimitiveParamsFast(LINK_THIS,  [PRIM_PHYSICS_SHAPE_TYPE, PRIM_PHYSICS_SHAPE_CONVEX]);<br>
<br>
It seems opensim dopnt support [PRIM_PHYSICS_SHAPE_TYPE, PRIM_PHYSICS_SHAPE_CONVEX] as setting ?<br>
Time to dig my own example script up....<u></u><u></u></p>
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