A place to discuss everything related to Newton Dynamics.
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by Julio Jerez » Thu Sep 05, 2013 7:49 am
yes I will complete that this weekend, now that I am doing the scaling stuff.
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Julio Jerez
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by skarab24 » Thu Sep 05, 2013 11:02 am
Ok great!
Note: One of the two latest commit broke something it seems :
http://youtu.be/SQh9uG9rcG4(note there is a little gap between the ramp / floor, its coder art, but it worked before and in 2.x)
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by Julio Jerez » Thu Sep 05, 2013 11:43 am
gap?, I did not see anything.
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Julio Jerez
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by Julio Jerez » Thu Sep 05, 2013 7:35 pm
do you mean that playe is blocked on the ramps.
are you using scaling for your world? if you are I can not even imagine how that can be working.
can I have a test demo so that I can see what it is that you are seeing that I do not?
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by skarab24 » Thu Sep 05, 2013 10:55 pm
Yes, it's a single mesh cube, everywhere, which is non-uniform scaled (read: only non-uniform scaled physics box). It was working with latest 2.x stable, kind of.. Thats why I used this version.
I guess its plainly hack.
Hope to get the working scale this week end, will send you the demo to see how it goes!
Thanks.
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by Julio Jerez » Fri Sep 06, 2013 8:54 am
skarab24 wrote:Yes, it's a single mesh cube, everywhere, which is non-uniform scaled (read: only non-uniform scaled physics box). It was working with latest 2.x stable, kind of.. Thats why I used this version.
that's the bug, convex ray cast is not implemented for non uniform scale yet. I am completing all of the scaling stuff this week.
now compound collision support uniform scaling, afte I add the non uniform to compound than I will add the convex Ray cast on non uniform scaled stuff
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by skarab24 » Mon Sep 09, 2013 9:39 am
Great! I will wait for it then. Between, what is the new "global_scale" feature ?
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by Julio Jerez » Mon Sep 09, 2013 10:16 am
weren't you the person how said that scale was not correct when it was applied to compound collision?
if you apply a local scale to a hierarchical shape, the local scale for the root node become a global scale for a child node.
therefore all single collision shapes must support global scale.
if can me epressed like this
say a featoure of a shape can be expressed as
F = f * S * M
where F is the transform feature
f is the local feature
S is the local scale
M is the orthnormal transform matrix
for a heircahicle chile shape the epxresions is
F = f * [Sc * Mc] * [Sp * Mp]
now Sc is chield scale, Mc child matrix
Sp is parent scale, Mp parent matrix
changing Sc is changing the local scale of the child shape
changing Sp is changing the local scale of the of the parent shape.
however the matrix : Sc * Mc * Sp * Mp
loses its orthogonally properties what Sp is non uniform diagonal matrix.
if I express the same matrix as
F = f * [Sc * Mc * Sp] [I * Mp]
now I is always an identry matrix scale and I have to express Sc * Mc * Sp
as Sc * Mc * Sp = X * S * M'c
where X is some matrix that rotate the child shape, S is sole local scale and M'c is an orthogonal matrix
the the expression can be expressed as
F = [f * X] * [Sc * Mc] [ I * Mp ]
which is the same a local scale however I nee to modify all of the collision shapes routines to transform each feature by X when the scale is global.
before, the all deal with local scale in a generic way, and by setting X to identity for local scale, the hole system will work,
however that translate to millions of calculation per frame since each operation will have to do transform by X and untransform by X for all operations.
it is better to add a enum to the shape that indicate whether the scale is local or global and only doing when the scale is global.
for the end user it does not make any difference, by internally it is a lot of refactoring work.
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by skarab24 » Mon Sep 09, 2013 10:50 am
I wasn't this person, but it merges well with my previous wish as well : having skew/shear support.
Nice feature indeed!
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by skarab24 » Wed Sep 25, 2013 3:06 pm
Quick ping: whats the status about non-uniform scaling support / raycast for character controller ?
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by skarab24 » Sun Sep 29, 2013 5:17 pm
bump

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by Julio Jerez » Mon Sep 30, 2013 1:52 pm
no I did not have time to fix that yet. I see if I do this week.
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Julio Jerez
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by skarab24 » Mon Sep 30, 2013 2:57 pm
Ok, nice! It's not really urgent, I wanted to be sure it's always on your roadmap.
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by 3TATUK » Thu Oct 03, 2013 10:14 am
skarab24 could you please make a character controller tutorial? ^_^
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