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Re: Repulsion between physical and other objects

by Ron Blechner-2 :: Rate this Message:

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"Havok (our physics engine) uses a Collision Tolerance of 0.1m.  What
this means basically is that there is a 0.1m buffer between objects.
This makes the physics calculations simpler and helps prevent
interpenetrations."

Hm, maybe I missed the memo... wasn't Havok4 supposed to reduce this?

On Wed, Sep 3, 2008 at 8:24 AM, G <gcanaday@...> wrote:

> The physics engine doesn't work well with machinery. Generally speaking, I'd
> write in a sensor that locates a central object and uses llSetPos() and
> llSetRot() to match.  I did this with a rotating clock pendulum and a swing.
> You can still rotate the central object and the wheel will follow within the
> sensor repeat time. If the object hasn't moved (or has only moved < .1M,
> say), you can easily just rotate it around where the "shaft" would be and
> people can hop on and ride at will. This also frees you from the 31-prim
> (including sitters!) physical prim limit since you don't need physics, so
> you can make a huge one if you like. The only hard part is remembering how
> to multiply / divide the quaternion rotations ;)
>
> G
>
> Anderson Philbin wrote:
>>
>> Hi,
>>  I'm trying to build a rotating mechanism similar to a ferris wheel.
>> llTargetOmega should do the trick but my problem is controlling the
>> repulsion between the objects. For example, a hollow cylinder around a shaft
>> will tear itself off the shaft if you change it to physical. The repulsion
>> effect seems to die down at about 100-125 mm clearance.
>>  I've left a hollow cylinder happily spinning about a shaft with end caps,
>> all with 125 mm clearance. I come back an hour later and the cylinder is
>> laying on the ground. I understand the repulsion is provided by Havok 4 when
>> objects interpenetrate but I'm trying to find out how to measure it and,
>> perhaps, control it. Also, there seems to be a friction effect too. My
>> full-size object just binds, it doesn't rotate at all.
>>  Is there any documentation on this? Should I be trying to independently
>> move the components rather than using spacial contraints?
>>  TIA
>>  Anderson Philbin
>> ------------------------------------------------------------------------
>>
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--
Ron Blechner
Chief Technology Officer
Involve, Inc
www.involve3d.com
SL: Hiro Pendragon
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 « Return to Thread: Repulsion between physical and other objects