Closed slapin closed 7 years ago
this is planned for 1.1. However, for sphere and capsule, only uniform scale will work (This limitation is standard in all physics engines).
On Thu, Mar 12, 2015 at 12:12 PM, Sergey Lapin notifications@github.com wrote:
Sometimes you implement full part of scene in a subscene, including collision objects and rigid bodies, for easier testing, then you need to integrate this part into the whole main scene, which requires scaling. With current approach you have to split the resulting scene into physics/collision objects and visual objects and integrate these separately, actually recreating physics/collision part. There should be some mechanism for making this less tedious task.
— Reply to this email directly or view it on GitHub https://github.com/okamstudio/godot/issues/1505.
err sorry, for 1.2
On Thu, Mar 12, 2015 at 12:14 PM, Juan Linietsky reduzio@gmail.com wrote:
this is planned for 1.1. However, for sphere and capsule, only uniform scale will work (This limitation is standard in all physics engines).
On Thu, Mar 12, 2015 at 12:12 PM, Sergey Lapin notifications@github.com wrote:
Sometimes you implement full part of scene in a subscene, including collision objects and rigid bodies, for easier testing, then you need to integrate this part into the whole main scene, which requires scaling. With current approach you have to split the resulting scene into physics/collision objects and visual objects and integrate these separately, actually recreating physics/collision part. There should be some mechanism for making this less tedious task.
— Reply to this email directly or view it on GitHub https://github.com/okamstudio/godot/issues/1505.
As far as I know, scaling is implemented for all collision shapes by now. However, scaling rigid bodies is not yet possible.
neither works very well, but adding status checks / warnings to nodes should make this more obvious
On Sun, Nov 1, 2015 at 12:17 AM, eska014 notifications@github.com wrote:
As far as I know, scaling is implemented for all collision shapes by now. However, scaling rigid bodies is not yet possible.
— Reply to this email directly or view it on GitHub https://github.com/godotengine/godot/issues/1505#issuecomment-152790004.
I think if straightforward approach doesn't work for subscenning of bodies and collision shapes, some cheating should be implemented...
On Sun, Nov 1, 2015 at 7:09 AM, Juan Linietsky notifications@github.com wrote:
neither works very well, but adding status checks / warnings to nodes should make this more obvious
On Sun, Nov 1, 2015 at 12:17 AM, eska014 notifications@github.com wrote:
As far as I know, scaling is implemented for all collision shapes by now. However, scaling rigid bodies is not yet possible.
— Reply to this email directly or view it on GitHub <https://github.com/godotengine/godot/issues/1505#issuecomment-152790004 .
— Reply to this email directly or view it on GitHub https://github.com/godotengine/godot/issues/1505#issuecomment-152792416.
neither works very well, but adding status checks / warnings to nodes should make this more obvious @reduz
Warnings were recently added, IINW.
I think the idea is to rework the collision shapes system completely for 3.0, so it will likely be fixed at that time.
I think this is implemented in 6ba1e467 for 2D, but not yet for 3D.
Missing for 3D, will do when porting 3D demos
On Jun 28, 2017 11:20 AM, "Rémi Verschelde" notifications@github.com wrote:
I think this is implemented in 6ba1e46 https://github.com/godotengine/godot/commit/6ba1e4677ba15992c750bddffcb9f1eacd1558a1 for 2D, but not yet for 3D.
— You are receiving this because you were mentioned. Reply to this email directly, view it on GitHub https://github.com/godotengine/godot/issues/1505#issuecomment-311673669, or mute the thread https://github.com/notifications/unsubscribe-auth/AF-Z22FnpfSE0iRaYfGGG88Et4IIET0qks5sImCigaJpZM4DtsV4 .
this is implemented now, closing
Sometimes you implement full part of scene in a subscene, including collision objects and rigid bodies, for easier testing, then you need to integrate this part into the whole main scene, which requires scaling. With current approach you have to split the resulting scene into physics/collision objects and visual objects and integrate these separately, actually recreating physics/collision part. There should be some mechanism for making this less tedious task.