colliders in Unity

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Re: colliders in Unity

Postby blackbird_dream » Wed Apr 04, 2018 11:35 am

:( :( It's similar to this topic :
viewtopic.php?f=9&t=9147

I've lost the inertia meanwhile
It's the real mess .
I don't know which version of ND and Unity plugin I'm dealing with.
I cannot download the last versions as they don't work (//solver and so on)
:(
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Re: colliders in Unity

Postby Julio Jerez » Wed Apr 04, 2018 11:40 am

Was that question to me?
If so, then I made a mistake.
It should get the com form the Collison shape, not from the rigid body.
The code to posted reduce to a recursive change of the com.

If using the Collison shape com, the the com act as a natural body center origin.
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Re: colliders in Unity

Postby blackbird_dream » Wed Apr 04, 2018 11:56 am

can you tell me please what version of Newton Dynamics works with the Unity plugin dated Mar 15, 2018 (ee38fae) ?
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Re: colliders in Unity

Postby blackbird_dream » Wed Apr 04, 2018 3:15 pm

can you give me a pair of version (Newton Dynamics / Unity plugin) that may work together please ?
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Re: colliders in Unity

Postby blackbird_dream » Wed Apr 04, 2018 3:22 pm

ND version jan 30, 2018 compilation ok
NUP version Mar 15, 2108 failed :
Image
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Re: colliders in Unity

Postby Sweenie » Wed Apr 04, 2018 4:25 pm

ok, seems ND from Jan 2, 2018(7e379d7) works ok with the Plugin from Mars 15.
Both compile fine and the plugin demos seems to work.
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Re: colliders in Unity

Postby blackbird_dream » Thu Apr 05, 2018 2:44 am

ok thks that's a prime info.
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Re: colliders in Unity

Postby blackbird_dream » Thu Apr 05, 2018 4:19 am

This post is pure bullshit (my fantasy).
My concern was about setting the collider independently from the mass properties or (optional) calculating inertia from the collider and setting the NBody CoM at the collision's reference.
It seems it can be done following http://newtondynamics.com/forum/viewtopic.php?f=9&t=9147
just adding the modification :
Code: Select all
                m_body.SetCenterOfMass(value.x, value.y, value.z, m_Ixx, m_Iyy, m_Izz, m_CalculateInertia);
in the property: public Vector3 CenterOfMass
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Re: colliders in Unity

Postby blackbird_dream » Thu Apr 05, 2018 5:11 am

I tested it with a simple demo. One cube of mass 10 wih a horizontal hinge joint passing in its center.
A collision box shifted half its width horizontally and a second cube of lower mass fixed on the upper horizontal edge of the bigger cube.
Image
here I'm using the editor values for inertia. The smaller cube's mass is 1 and the bigger cube has null inertia Ixx :
https://ufile.io/rjlu4

here the inertia is no longer null but equals 10. the rotation is much slower. So it seems the Inertia value was well taken into account :
https://ufile.io/vs45r

here the option 'Calculate Inertia' was selected and the mass of the smaller cube was set to 0.001. the bigger cube (null inertia Ixx) still rotates, mainly due to the shift of the collider. So the CoM of the Nbody was moved to the collider's center:
https://ufile.io/oe37j
Last edited by blackbird_dream on Thu Apr 12, 2018 9:48 am, edited 1 time in total.
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Re: colliders in Unity

Postby blackbird_dream » Thu Apr 05, 2018 9:46 am

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