sergey.pozhidaev Posted August 21, 2014 Posted August 21, 2014 hi, i need correct work with scaled objects in unigine: -physics witch scaled objects (ObjectMeshDynamic, ObjectMesh, ObjectMeshSkinned) -collision with scaled objects reasons: our team is working on GlobeXY project: (Universe with physical forces and planets), each planet must be scaled with all nodes and other objects and we need this feature for our needs.
silent Posted August 21, 2014 Posted August 21, 2014 Hi Sergey, Implementing of scaled physics is not planned at this moment, sorry. Please, avoid scaling for objects that take part in physics interactions. Sorry for the inconvenience caused. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
sergey.pozhidaev Posted August 23, 2014 Author Posted August 23, 2014 Please, avoid scaling for objects that take part in physics interactions. we can not avoid it, because we need to have double precision on a planet. because of single precision of mesh coordinates, we have to scale and shift meshes to get good precision (we generating meshes in -1.0...1.0 box to supply single precision).
silent Posted September 5, 2014 Posted September 5, 2014 Hi Sergey, Sorry for the late repy. Could you please tell us more about your simulation? Why the real scale 1 unit = 1 meter is neccesery here? Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
sergey.pozhidaev Posted September 19, 2014 Author Posted September 19, 2014 the problem is that we use generated spherical quad tree tiled geometry to create terrain. mesh vertices can be specified using only single precision. to avoid precision issues, we generate our coordinates in double precision then shift & scale vertices into -1..1 range. then we compinsate this transformation by applying inverted shift & uniform scale through double precision matrix (setTransform(dmat4)). so, after we have good precition, but collision is not working with scale (we use uniform scale) And we need correct physics & collision work to make our open great world-wide project
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