what I am saying that global non uniform scale on compound shape requires some extra calculations, that can penalize the rum time collision system.
I seriously doubt the users complaining about the physic because does not support global non uniform scale of compound collision, know what they are talking about either.
Most like it those people has no idea what there are talking about, and they are driven by different motivation.
I can assure you that packages like 3dxMax and Maya gets it wrong too, not one can get it right because it is not possible by applying the rules or orthonormal linear transformations.
the only reason it appear they can do is because they apply polar decomposition to scale matrices on each transformation and store the component separate on each mesh.
but that is not a linear processes, that you can applied for real time very efficient.
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I had to bypass Newton's scaling and implement my own technique since it is presently incomplete.
I do not know what this means. maybe you have a way to apply the arithmetic of algebra that I do not know.
as far as I know the concatenation of matrixes with no uniform scale yield to non orthonormal matrices, therefore all of the property of convexities, and invariantly are no longer valid.
stuff like affine transform, rotation, and support vertex are not longer valid, because the matrices not longer preserve that the operation are invariant under transformations.
therefore how are you doing, is anyone guess.
for example if you apply global scale to a matrix, you can no longed Invert the matrix by using the transpose, so you either keep the inverse, or calculate the invers on each frame.
the vectors no longer preserve size and directions, you need to normalize and, goes on and on.