<div dir="ltr">Hello, are we to assume that opensim will only use bounding boxes for llCastRay or when detecting collisions? There are a lot of compelling applications that require the data for the point at which the ray hits the surface of a mesh object or for the point of collision on a mesh object. Is this one area where Second Life is definitely ahead because of Havok4? I am not very familiar with the underlying opensim infrastructure, so would be glad to hear more about this.<div>
Thanks</div><div>R</div></div><div class="gmail_extra"><br><br><div class="gmail_quote">On Tue, Feb 25, 2014 at 12:00 PM, Chris <span dir="ltr"><<a href="mailto:mewtwo0641@gmail.com" target="_blank">mewtwo0641@gmail.com</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">If I recall correctly, the default physics engine was switched to BulletSim some time ago although I can't recall when. Assuming recent code is being used and also assuming the physics engine hadn't been switched from default I would venture to say that BulletSim is likely being used, but, that is just a guess on my part based on what I've seen and experimented with myself; I have no idea what setup OSGrid is using since it has been a while since I've ran a sim connected there.<br>
<br>
I haven't had a chance to test this myself on BulletSim but I have noticed some slight quirkiness with cast ray on some surfaces (especially angled prims). I've not given it a full run on tests as I haven't used the cast ray functions all that much in my scripting.<div class="HOEnZb">
<div class="h5"><br>
<br>
On 2/25/2014 10:48 AM, Handy Low wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
Gwyneth Llewelyn <gwyneth.llewelyn <at> <a href="http://gwynethllewelyn.net" target="_blank">gwynethllewelyn.net</a>> writes:<br>
<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
Hi Handy,<br>
<br>
Just for the sake of completeness, did you test with ODE or BulletSim? I<br>
</blockquote>
believe the implementation might be<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
slightly different (or, then again, it's just my not-so-precise testing).<br>
<br>
Thanks,<br>
<br>
- Gwyn<br>
<br>
On 25/02/2014, at 16:09, Handy Low wrote:<br>
<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
Currently it seems that the OpenSim implementation of llCastRay() gives<br>
coordinates on a target object that lie on the bounding box of the<br>
</blockquote></blockquote>
object<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
rather than on the face of the prim itself.<br>
<br>
For example, casting a ray at a pair of linked cubes in OpenSim will<br>
</blockquote></blockquote>
generate<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
coordinates that lie on the cuboid bounding box that constrains both<br>
</blockquote></blockquote>
cubes.<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
Likewise, casting a ray at a sphere will generate a point on the<br>
</blockquote></blockquote>
sphere's<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
cubic bounding box.<br>
<br>
In SL, the same tests will both return points on the prim surfaces.<br>
<br>
Is this expected behaviour?<br>
<br>
Thanks<br>
</blockquote></blockquote>
Thanks to Michael and Gwen for the fast replies.<br>
<br>
Off the top of my head, I don't know which physics engine they were using,<br>
or how I can find out - the tests I've been doing have been in OSGrid<br>
(Sandbox Plaza) and in Kitely, if that's any help.<br>
<br>
--<br>
Handy<br>
<br>
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