It sounds like it is not noticing the changes in the prim parameters to recalculate the prim mesh. I'll look into that.
On Tue, Aug 15, 2017 at 11:20 AM, Mike Lorrey <[email protected]> wrote: > I have found an interesting bug in Kitely with Bullet: when you torture a > prim, or scale a prim, that has hollow spaces, even a mesh with hollow > spaces, the object defaults to its non-hollow/non-cut collision mesh, UNTIL > region restart, whereupon the simulator seems to recalculate the collision > mesh accounting for any hollows/cuts/empty spaces in mesh. > There is also some difficulty in making doors/passages easy to go through > in mesh with Bullet, it often requires adding a number of rows of faces > inside the edge of the opening to make the physics engine recognise that > there is an opening there that avatars and other objects can pass through > without collisions. > > On Tue, Aug 15, 2017 at 1:37 PM, Mister Blue <[email protected]> > wrote: > > > An update to BulletSim has been checked into the OpenSimulator that > > upgrades BulletSim with version 2.86 of the Bullet physics engine > > <http://bulletphysics.org/> as well as fixing some known problems. > > > > Mantis 8010 <http://opensimulator.org/mantis/view.php?id=8010> > (“BulletSim > > does not always call collision events on collisions”) was caused by > > BulletSim not doing collision detection on all of the physics engine > > sub-steps. This meant that fast moving objects (like bullets) could > bounce > > off of a target without reporting any collisions. For those into details, > > any OpenSimulator <http://opensimulator.org/> physics engine is called > > every tenth of a second to simulate the next tenth of a second of time. > > BulletSim internally steps 10 times within that tenth of a second to do a > > higher resolution physics simulation – a tenth of a second is a long > > simulation step but that’s the way OpenSimulator > > <http://opensimulator.org/> does > > it. > > > > Mantis 8011 <http://opensimulator.org/mantis/view.php?id=8011> > (“BulletSim > > fails to send land_collision messages on some terrain”) was caused by > > BulletSim computing terrain height differently than the mesh in the > physics > > engine. So, an object on steep terrain could compute as underground to > some > > code while appearing above ground in other code. BulletSim prevents > > physical objects from going underground by pushing them up when the do. > > This check would sometimes cause a falling object to float over terrain > > rather than colliding with the terrain. > > > > The problem in Mantis 7132 > > <http://opensimulator.org/mantis/view.php?id=7132> (“Collisions stop for > > no > > apparent reason on BulletSim”) hasn’t been explicitly fixed. Still > looking > > for that problem. > > > > I found an additional problem that collision_end events don’t happen if > the > > colliding object does an llDie() on its collision. For instance, a target > > object wouldn’t get a collision_end event for a bullet object that hits > the > > target and does an llDie() on its collision. It looks like the ODE and > > ubODE physics engines don’t exhibit this problem because of the order > that > > collisions are reported to the simulator. The fix is some code > > re-organization in SceneObjectPart.cs. > > > > Still in the pipeline is the proper implementation of PhysicsShapeType > and > > then physics engine implementation of raycast. > > _______________________________________________ > > Opensim-dev mailing list > > [email protected] > > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev > > > > > > -- > Mike Lorrey > CEO Galactic Systems, Inc > VP Stokens Venture Capital > [email protected] <[email protected]> > [email protected] > International Spaceflight Museum > [email protected] > Skype: michael.lorrey > LinkedIn: https://www.linkedin.com/in/mikelorrey > _______________________________________________ > Opensim-dev mailing list > [email protected] > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev > _______________________________________________ Opensim-dev mailing list [email protected] http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
