Mike,
I guess that no one that deals with vehicles has taken a look at that
code in a good while now. Since you have a handle on this from the LSL
side, why don't you have a look at the OpenSim ODE code for that? I did
look at it and it looks pretty straightforward. Maybe you can see
something from that side.
https://github.com/BlueWall/opensim/blob/master/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs#L824
d is Ode.NET which contains functions found here:
http://ode-wiki.org/wiki/index.php?title=Manual:_Rigid_Body_Functions
If you see something there, you can submit patches (or hit us with a
clue stick) and we can get it fixed. It may be as simple as calling
d.BodyGetRotation and plugging the result into the equation:
https://github.com/BlueWall/opensim/blob/master/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs#L845
Thanks!
-BlueWall
On 06/07/2012 03:31 AM, Mike Higgins wrote:
On 6/6/12 4:30 PM, Brianna wrote:
let me remind you OpenSim is not SL.. as such start with a fresh
script using X and ODE.
over the past years I have seen most vehicle types duplicated by the
vehicle creators with and without the vehicle functions.
to call the difference a bug is not addressing the solutions.
I know that OpenSim is not Sl, I am starting with fresh scripts. I would
love to talk to someone who has made an airplane work. Did they find a
way to disable the squashing of the Z component of the linear motor? Did
they do the hack I suggested of using hover height to replace the
missing linear motor Z values? And when the airplane pitches or rolls,
the local Z axis decouples from the region Z axis and the angular motor
should start acting strange. Did they discover that the angular motor
vector must be multiplied by llGetRot() like I did? And why didn't they
document this for the next guy?
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