A couple of points here As far as LSL is concerned, mass is the same whether metal, rubber, glass, rock or plywood from what I've been told. There are other changes though.. like bounciness.
The mass of the avatar has been the same since implementation and works well with the Avatar PID controller in the ODEPlugin. Changing the avatar mass may make the Avatar PID controller malfunction as it is. Chances are it will need to be re-tuned for a lower mass (which is what I /think/ you're syaing here) Other comments? Teravus On 3/22/09, Charles Krinke <[email protected]> wrote: > > We have m_density defined in two different places with two different values. > > One is in: > ...\OpenSim\Region\Physics\OdePlugin\ODECharacter.cs - (72, > 22) : > > public float m_density = 60f; > > Another is in: > ...\OpenSim\Region\Physics\OdePlugin\ODEPrim.cs(152): > > > private float m_density = 10.000006836f; // Aluminum g/cm3; > > And in looking at the usage to calculate mass, it looks like the math is > right, but yet, the avatar seems to have a higher density then the prim. > > I know that these are empirically determined, but in trying to look forward > to a world where we actually might use the density of metal, rubber, glass, > rock, plywood to do some additional physics *stuff*, it seems that we might > want to see if we can harmonize our notion of density a little bit. > > Perhaps I am just missing the boat here. But, I would like to understand how > we might be able to move forward a little bit on density some time. > > Charles > _______________________________________________ > Opensim-dev mailing list > [email protected] > https://lists.berlios.de/mailman/listinfo/opensim-dev > > _______________________________________________ Opensim-dev mailing list [email protected] https://lists.berlios.de/mailman/listinfo/opensim-dev
