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Posted

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.

Posted

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.

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FTP server for test scenes and user uploads:

Posted

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).

  • 2 weeks later...
  • 2 weeks later...
Posted

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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