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Key: SVC-727
Type: Bug Bug
Status: Closed Closed
Resolution: Fixed
Priority: Normal Normal
Assignee: kelly linden
Reporter: Day Oh
Votes: 1
Watchers: 1
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2. Second Life Service - SVC

(Havok4) Objects with llVolumeDetect(TRUE) don't fall through ground

Created: 28/Sep/07 10:31 PM   Updated: 21/Dec/07 12:18 PM
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Component/s: Physics, Scripts
Affects Version/s: 1.18.3
Fix Version/s: Havok4 Beta

Environment:
Second Life 1.18.3 (70780) Sep 28 2007 14:42:57 (Second Life Beta Havok)

You are at 255972.9, 255953.6, 51.6 in Brilliant located at sim21.aditi.lindenlab.com (72.5.15.214:13005)
Second Life Server 1.18.2.70739

CPU: Intel Pentium 4 Northwood (2192 MHz)
Memory: 1023 MB
OS Version: Microsoft Windows XP Service Pack 2 (Build 2600)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce FX 5200/PCI/SSE2
OpenGL Version: 2.1.1
LLMozLib Version: 1.1.0 (Mozilla GRE:1.8.0.12_0000000000)
Packets Lost: 19/104007 (0.0%)
Viewer Digest: 882a9d08-7f4b-59d6-b269-4733c4719c52
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Linden Lab Issue ID: DEV-1271


 Description  « Hide
Not sure yet whether this is a bug, or a fix... it's just a difference between the behavior of Havok4 and grandpa's Havok. Though one of the first 10 objects I tested on the Havok4 beta (a Mario pipe that spits out coins that fall through the ground) was broken by this behavior, it may be useful to have llVolumeDetect on physical objects and avoid them falling through the ground.

Havok4 beta: Objects with llVolumeDetect(TRUE) land on the ground.

Grandpa's Havok: Objects with llVolumeDetect(TRUE) fall through the ground.



 All   Comments   Change History      Sort Order: Ascending order - Click to sort in descending order
Matti Deigan added a comment - 29/Sep/07 04:23 AM
Phantom Objects don't go through the ground even on the Havok2 engine. (llVolumeDetect sets objects phantom) so I say its a bug fix. otherwise there would be objects floating under the sim's calculations and messing up the sim due to prims that cant be found.

Lex Neva added a comment - 29/Sep/07 09:54 AM
Phantom objects in the old havok collided with the ground. The only way to have something NOT collide with the ground was to use llVolumeDetect(). I've used this in the past to get around the fact that phantom objects collide with the ground. I couldn't move the ground, because of ANOTHER annoying limitation: avatars can't fly under their own power a certain height above the land surface.

So I think if this change remains in place, we need a "[ ] Really phantom, no kidding" option that goes through the ground.


WarKirby Magojiro added a comment - 29/Sep/07 11:08 AM
hmm. I've always found accidentally dropping things through the ground to be highly annoying. I fail to see what possible use there could be for this, that can't be done otherwise. THe example of the mario coiins, you could simply have them llDie() on collision with the land. Since that's essentially what's happening anyways, unless they're getting returned to ypou,. which would be spammy.

Lex Neva added a comment - 29/Sep/07 11:28 AM
Well, alright, I can come up with one concrete example for you. It just takes awhile to explain all of the competing constraints.

The place where this was an issue was the sim Suffugium. Go there and look at the Police Drones that float around and scan you. Specifically take note of the large cone-shaped prims.

The idea is that the drones should be able to float freely around and scan people, and since trying to design a path-finding algorithm to get around walls would be too difficult in LSL, I opted to have the drones be phantom.

In the northern-center part of the sim, there's a big black saucer-shaped arena for a game called Holoball. The game is played by flying around in the arena, so it's important that players are able to fly freely. The rules disallow the use of flight-assist attachments.

Since the ceiling on unassisted flight in SL is based on the height of the land, it was necessary to raise the land up underneath the arena. The land is fairly close to the ground under the arena so that all areas of the arena are accessible by unassisted avatar flight.

Normally the police drones float 5-10m above the street level. However, when they chase an avatar to scan them, it's necessary to dip lower. The bounding box for the cone-shaped light prim hits the ground in the area below the arena. The only way to avoid this is to set the police drones to llVolumeDetect() so that they don't impact the terrain.

(Currently I have llVolumeDetect() disabled due to yet ANOTHER constraint: when the police drones interpenetrate with the (non-phantom) automated vehicles, many collision() events are generated which drops the physics FPS drastically. Right now, I have the police drones react to a land_collision() by giving up chasing an avatar. I find this solution rather sub-optimal.)


WarKirby Magojiro added a comment - 30/Sep/07 05:24 AM
These cone prims are still attached to the drone, though. Part of the same object. Seems like a logical solution would be to only prevent the centre of the object going below ground, and disregard child prims

WarKirby Magojiro added a comment - 30/Sep/07 05:39 AM
on a related note, tjhis might also help with your problem: SVC-742

Lex Neva added a comment - 30/Sep/07 09:39 AM
Right, logically that would be a good solution, but that's not how the current system works. Since the havok 4 beta is all about keeping behavior the same between old-havok and new, llVolumeDetect() is the only option I have for something like this.

Yes, that feature request would help. Alternatively being able to phantom just the cone prims would help.


kelly linden added a comment - 11/Oct/07 02:16 PM
Fix committed internally, should be in the next beta update.

kelly linden added a comment - 11/Oct/07 02:17 PM
To be clear: Physical objects with volume detect will fall through the ground.

Haravikk Mistral added a comment - 05/Nov/07 05:39 AM
I'm still not convinced on the objects falling through the ground thing, will they eventually be deleted if they fall into the ground never to return? I can think of some things that might take advantage of going underground, but if an object is below a certain allowable height (ie has fallen through the ground and end up at -256m or something) then they should be deleted after a while, say an hour. Otherwise they just use prim-count and could cause other problems.

kelly linden added a comment - 05/Nov/07 07:28 AM
The behavior will match what currently happens on production SL / agni. Objects that actually fall off world (go below 0 height) will be returned to lost and found.

Torley Linden added a comment - 21/Dec/07 12:18 PM
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Fixed in Havok4 Beta – for news & updates on the Official Linden Blog, see:

» http://blog.secondlife.com/category/beta-test-grid/
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