Walters.Robert Posted July 12, 2019 Share Posted July 12, 2019 I recently updated to 2.8 and noticed that when I fly over the global water object I can now land on it as if it were a flat plane, where with 2.7.3 I would go through the water. Was the water added as having ground contact in the new update? Link to comment
silent Posted July 13, 2019 Share Posted July 13, 2019 Hi Robert, Ocean clamping and global water control is available since 2.8 update. More you can find in devlog: https://developer.unigine.com/en/devlog/20190430-unigine-2.8#fe258963b9703265cdc481edbf8c8400 Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
Walters.Robert Posted July 26, 2019 Author Share Posted July 26, 2019 Thanks, I've been reading through the documentation and I don't see how to turn off ocean contact. Is it done through the collision bit mask? Link to comment
cash-metall Posted July 30, 2019 Share Posted July 30, 2019 In the hat-hot, contact with global water always works, as well as to the terrain. When we did this, it seemed logical (except submarines). For submarines, you can simply periodically run the LOS request. Tell us more about your case: when is it necessary to remove the water contact? Link to comment
Walters.Robert Posted July 30, 2019 Author Share Posted July 30, 2019 I'm modeling landing helicopters on small naval ships. Occasionally if the sea state is rough enough the ship's landing deck will dip low enough that the water can come onto the deck. When this happens my helicopter has a tendency to then 'stick' to the water/ground and slide off of the deck. Link to comment
Walters.Robert Posted July 31, 2019 Author Share Posted July 31, 2019 Also I can't do cool stuff like this: https://www.youtube.com/watch?v=Uz24kWbFxRY. Link to comment
cash-metall Posted August 1, 2019 Share Posted August 1, 2019 I understood you. We will add a mask to the intersection of the water test condition on terrain_intersection_mask. At the moment, you can try to set a unique intersection mask for the ObjectWaterGlobal, and when processing the hat-hot response, ignore the answers with such a mask. Or use workarround: in AppWorldLogic create new ObjectWaterGlobal, translate it lower, disable node, and set ig_manager->getWater()->setWaterNode(new_water_node). Link to comment
Walters.Robert Posted August 16, 2019 Author Share Posted August 16, 2019 I see that 2.9 is out and that you added support to filter the water collisions. Could you please give a short example of how to turn off the water collisions with the c++ api? Thanks for the help. Link to comment
cash-metall Posted August 19, 2019 Share Posted August 19, 2019 Now, by default, collisions with water do not work! to enable collisions with water you need to set a IntersectionMask on water and specify it in ig_manager->setTerrainIntersectionMask(water_mask) Link to comment
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