On 2011-07-11, at 23:05, Dahlia Trimble wrote:

> One thing I noticed while coding collision geometry for OpenSimulator is as 
> hollow is increased and prims are twisted or otherwise manipulated such that 
> the hollow shape doesnt exactly follow the outer shape, the probability 
> increases that the surfaces formed by the triangles that make up the hollow 
> shape may actually protrude beyond those that make up the outer surface. I'm 
> not sure what SL sims do under these conditions but what ODE (Open Dynamics 
> Engine - most commonly used physics engine in OpenSimulator) is create a 
> condition where physical objects may become trapped between the resulting 
> surfaces. ODE uses trimesh colliders and surface normals for determining 
> collision surfaces and if prim hollow surfaces protrude outside of prim outer 
> surfaces, the surface normals for these surfaces point in the wrong 
> direction. This can be alleviated by increasing prim vertex count, but for 
> some of these prims vertex count may already be even greater than 4000 
> vertices. Increasing it further would use excessive memory and likely 
> increase the cost of computing collisions dramatically. I've found that a 
> limit of 95% maximum hollow is a good compromise between prim complexity and 
> usability. 
> 
> 
> On Mon, Jul 11, 2011 at 7:34 PM, Wolfpup Lowenhar <wolfpu...@earthlink.net> 
> wrote:
> This is an automatically generated e-mail. To reply, visit: 
> http://codereview.secondlife.com/r/388/
> 
> Review request for Viewer.
> By Wolfpup Lowenhar.

Given the possible uses of this capability, it would be acceptable for the 
physics shape to pin at 95% while the rendered shape is allowed to be thinner.
_______________________________________________
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges

Reply via email to