On 6/6/12 12:48 AM, Bengt Falke wrote:
I am also interested in physics for vehicles mainly for creating working yacht and for making my free moving scripted animals to work in a smooth way.
If there is a way I can contribute I will try to do so.

Also at the recent OpenSim developers meeting, Andrew Hellershanks said (about llSetTImerEvent minimum time limits) "Not sure why you would want to use something other [less] than 1.0". I think the developers need to know that there are 1000's of scripters in SL DESPERATELY trying to find ANY WAY to make simple things like a fish move smoothly through the water at a constant velocity. In SL you can usually get timer() events as often as once every 0.2 seconds, which is not quite often enough for smooth looking motion. timer events more often would be one way to get smoother looking motion. I've seen people write scripts that had abominations like: while (1) { moveit(); llSleep(0.05); } The OpenSim developers need to throw these guys a bone so they will NOT DO THAT HERE!

Of course, LL only recently threw them the llSetKeyframedMotion() bone. Before that, people tried to use physics and llMoveToTarget() which was NEVER DESIGNED TO GENERATE LINEAR MOTION (it is always damped). Although you can play games with it and find reasonably linear portions of the curve. But that requires accurate llSetTimerEvent durations to stop the llMoveToTarget part way through a damped move. And in OpenSim, llMoveToTarget is damped 9 times faster than SL (mantis issue 5968) which requires pushing it nine times harder to try to capture a linear section and even more accurate llSetTimerEvent times to prevent the object from running away from you...

The only other way in SL (before llSetKeframedMotion) to get something to move smoothly at a constant velocity is to make it a vehicle. Which is sort of like using a 4 ton hydrolic press to insert thumbtacks in a cork board. And even in SL, the vehicle functions are really squirrely.

So the major reason I am testing the OpenSim vehicle routines is to see if I can find a reliable subset of them, or a set of workarounds, that will allow me to move a fish smoothly through the water at a constant velocity.

    So far I have found a few problems and some workarounds:
1) Vehicles crash and burn at the sim boundary, the workaround is to add code to detect the sim boundary before the vehicle gets there and prevent it from even getting close. But if llSetTimerEvent is not accurate, if your timer() event is not called regularly to do this check, the vehicle runs into the sim boundary and goes crazy. 2) The angular motor rotates around the wrong axes, but you can workaround that by multiplying your vectors by llGetRot (mantis issue 6039). I'm guessing that nobody noticed this before because cars and boats and helicopters are usually horizontal and their local Z axis is aligned with the region Z axis. 3) The linear motor vector is clamped or projected onto the region XY plane. (mantis issue 6040) A car or a boat or a helicopter might never notice this, but with no Z values allowed in linear motors, how can airplanes glide up or down? Someone please tell me how to get this to work!


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