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BhkShape.radius

Open neomonkeus opened this issue 11 years ago • 1 comments

Figure out how the radius should be calculated.

The current code has has the following (6 * self.HavokScale) multiplication of the largest absolute value of vertex values. This is used to set the b_obj.game.radius for new objects. This formula should be checked to see if it holds for vanilla assets as other calculations ignore this value.

Perhaps a new dedicated value should be used instead. See #88 for further thoughts on this.

The value should also be checked on import/export value in case it is a nif which was imported with an incorrect value. It should be recalculated and compared to ensure correctness.

neomonkeus avatar Mar 23 '13 14:03 neomonkeus

So turns out that radius is a bit of a misnomer, its more of a padding value, used to run a faster algorithm for collision detection. The overall idea/goal is the same, just different implementation.

pr7x2x9 dh8arot

neomonkeus avatar Aug 19 '14 21:08 neomonkeus