blender_niftools_addon
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BhkShape.radius
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.
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.