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Interaction of Physics Objects With Static Moving Objects

Adam Brokken
Registered User
Join date: 16 Jun 2005
Posts: 21
08-24-2005 17:45
I have been reading up on physics and doing some experiments, but I can't figure out if I'm doing something wrong or if i'm thinking the physics engine is more than it really is.

Problems

1. A physics enabled object, lets say a small sphere will not react to a static rotating objects, lets say a 2x4 shaped box rotating. If I position or "drop" the small sphere in the path of the 2x4 while it's rotating, the 2x4 simply goes through the shpere as if it were a phantom.

2. Something similar.... droping a physics enabled shpere into a hollow cylinder with one end capped off, the spheres fall, yet for some reason keep a buffer space, between themselves and the cylinder, when the "cap" is moved/deleted the spheres seem to have magically become static objects stuck in place, sometimes they just stay there, sometimes they randomly fall, or become physical again after "edit clicking" on them and pressing escape... sometimes not.

3. Less important but along the same lines. A physical object will not "stay inside" of a hollow object. Falls right through...

I have read only one similar issue in the fourms, and it was that of someone trying to make a chain, the links simply fell through each other. However it did say somepeople were successful. Mostly with particles? Which I don't think... Actually I know won't work in my case.

So if anyone has any suggestions, or can simply tell me... there is nothing that can be done, I'd greatly appriciate it... and it will let me get back to more important things ;)

Thanks!
Les White
sombish
Join date: 7 Oct 2004
Posts: 163
08-24-2005 17:53
it's no secret that SL physics are teh un-win.
I've played a lot with it. My advice is to do something else till havok2 physics engine comes in 1.7(?).

My gaint pinball machine is in waiting.
Online Doesburg
absurd hero
Join date: 6 Jul 2005
Posts: 53
08-24-2005 19:09
I'm assuming (since you're not specific) that the first 'problem' is caused by the fact that you use llTargetOmega to 'rotate' the object. Unfortunately llTargetOmega does not actually rotate the prim, but rather tells the client to make that prim appear as if it is rotating. There's an easy way to test this. If your object 'snaps back' into its original location when you click to edit the prim, this is the case.

The other problems are probably due to the fact that the collision detection works badly or not at all on internal surfaces created through hollowing.