[Opensim-users] collision detection for attachments

Dr Ramesh Ramloll r.ramloll at gmail.com
Sat Mar 23 12:06:17 UTC 2013


Thanks for the very useful feedback and ideas. Dz, I can relate to your
experience somewhat, I tested for e.g. in a very simple case, where an NPC
is hit by a projectile ... the projectile gets the key of the NPC and
trigger an animation, when the animation loop is over, and NPC is hit again
.... the projectile no longer trigger collision events. I think NPC jumping
up more than they should seem to be similar to issues experienced by an
avatar getting off a vehicle for e.g. I will try to use communication
channels as you suggest.
R

On Fri, Mar 22, 2013 at 11:36 PM, dz <dz at bitzend.net> wrote:

> I don't know if this solution fits your needs or not.
>
> When I generate NPC's that need to react with an animation, I've found it
> much more reliable to have the collision object broadcast a negative
> channel message that the attachment listens for.  I use a hash of the NPC
> UUID to determine the broadcast channel,  and  the same Hash to open the
> listen channel in the attachment code.   Since I equip all my NPC's with an
> AO, I have simply added a section of code to trigger the "reaction"
> specified by the object that detected the collision.   I have added an
> additional listen channel I have designated as a group channel.  I plan to
> use the same strategy ( a hash of the group UUID ) to allow me to send
> control message to subsets of the NPC population.
>
> As far as the avatar capsule collison shape goes..   I have been unable to
> get any consistent results with detectors at ground/foot level.  Not only
> is the capsule smallest there, but when NPC's get off track and bounce off
> walls or other NPC's, they seem to "gain altitude".   I find that they
> often loose contact with the ground and stop triggering lower detectors
> completely.  In high traffic areas  I try to keep all of the avatar
> detectors in a 1 meter range centered around the waist of an "average"
> avatar height.  Not only is this where the capsule is normally widest,  but
> it is high enough to "grab" the floating NPC's and trigger an
> new-direction/animation  that gets them back to the ground.
>
>
> D
>
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