Dynamic Scaling ?

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Dynamic Scaling ?

Postby kikosmalltalk » Wed Jan 07, 2009 8:52 am

Hi Julio


I undrestand that Newton doesn't support dynamic scaling of collision mesh.

Do you have thought to implement it?

Advanced thank you

kiko
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Re: Dynamic Scaling ?

Postby Julio Jerez » Wed Jan 07, 2009 11:15 am

you can use convex modifiers
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Re: Dynamic Scaling ?

Postby agi_shi » Wed Jan 07, 2009 4:56 pm

kikosmalltalk wrote:I undrestand that Newton doesn't support dynamic scaling of collision mesh.

What? Newton has supported dynamic scaling since practically forever. Just use NewtonCreateConvexHullModifer() to create a modifiable collision hull, then use NewtonConvexHullModiferSetMatrix() to set the modifier's matrix (it can do more than just scale). Remember to wake up the body after you scale, though.
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Re: Dynamic Scaling ?

Postby kikosmalltalk » Wed Jan 14, 2009 9:06 am

Hi julio, agi_shi

Thank you to reply

Sorry, I refiered to tree collision, sphere, box, etc.

Why not implemented over this ?

Any example over NewtonConvexHullModifier ?.

If I want sphere for example, I can create a new collision. Right ?
But, does this have high overhead?

Advanced thank you

kiko
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Re: Dynamic Scaling ?

Postby agi_shi » Wed Jan 14, 2009 5:44 pm

kikosmalltalk wrote:Hi julio, agi_shi

Thank you to reply

Sorry, I refiered to tree collision, sphere, box, etc.

Tree collisions are bit too complex to scale like that. Best thing would be to keep the vertex data ready and simply scale it manually and recreate the collision tree.

As for spheres, boxes, etc. they are all convex hulls, the convex hull modifier works for them, too.
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