Open eoineoineoin opened 3 months ago
It would be great to include example usage of the schemas in the spec.
both seems to be a typo here:
As both the
mesh
shape
The convex
property name is confusing. To me, it implies that the mesh is required to be convex. I prefer the previous version where convex and mesh were separate shapes. If momentum means it they must stay combined, please use a more descriptive name like convexHull
.
The skin
and weights
properties should probably be disallowed when a mesh shape is used together with a node that uses the same mesh for rendering. Otherwise, every extension using these shapes will need to repeat the same normative text explaining the precedence of the two (node + shape) skin properties and the three (node + mesh + shape) weights properties.
note that in X3D
Collision for navigation can be a property on Grouping Node types
https://web3d.org/documents/specifications/19775-1/V4.0/Part01/components/navigation.html#Collision
and then there is a whole Rigid Body Physics Component for other object-object collisions https://web3d.org/documents/specifications/19775-1/V4.0/Part01/components/rigidBodyPhysics.html
From: Aaron Franke @.> Sent: Thursday, May 30, 2024 6:17 PM To: KhronosGroup/glTF @.> Cc: Subscribed @.***> Subject: Re: [KhronosGroup/glTF] Merge of KHR_collision_shapes extension (PR #2370)
@aaronfranke commented on this pull request.
The contents of this PR do not match the repo in which the extension was developed: https://github.com/eoineoineoin/glTF_Physics/tree/master/extensions/2.0/Khronos/KHR_collision_shapes/schema
In extensions/2.0/Khronos/KHR_collision_shapes/schema/glTF.KHR_collision_shapes.shape.mesh.schema.jsonhttps://github.com/KhronosGroup/glTF/pull/2370#discussion_r1621478845:
- "skin": {
- "description": "The index of a skin with which to deform the mesh.",
- "allOf": [ { "$ref": "glTFid.schema.json" } ]
- },
- "weights": {
- "type": "array",
- "description": "The weights of the instantiated morph target.",
- "minItems": 1,
- "items": {
- "type": "number"
- }
- },
I'm confused, why are skins and weights used for collision meshes? Where was the discussion on this? What is the use case?
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Draft of an extension which describes generic, non-renderable shapes suitable for collision detection.
As discussed, we may want to add a
skin
property to theconvex
andtrimesh
shapes; realistically, this functionality would likely come with a performance penalty, but there are valid use-cases which would want this ability.