OvermindDL1
07-03-2006 03:32:05
I have something that is very large, and spans multiple scene managers, but will all need physics (each physics world will actually have rather few objects overall) updated. Let's say I have something like this:
Each newton world in the graphical world is centered in a way to keep floating point errors at a minimum (center of action), plus one centered at the graphical origin that handles all other bodies that are not in one of the sub-worlds. Putting them on multiple scene managers while keeping seperate seems simple enough, what about positioning inside the graphical system, some of these will be much further then what is exampled above, to the point graphical accuracy may suffer (not noticably hopefully), but physics must not.
So, basic question, how do I have an OgreNewt::World centred at a position other then the origin for when it moves the Ogre::Node? Should I just have it not hook a node and just do it manually, and if so, is there a nice interface for moving things manually, and not worrying about it when things don't move?
EDIT: While I'm at it, shouldn't OgreNewt::MomentOfInertia::CalcSphereHollor be called OgreNewt::MomentOfInertia::CalcSphereHollow?
sceneManager0
sceneManager1
- NewtonWorld0 - centered at (0,0,0) in the Ogre World
- NewtonWorld1 - centered at (0,30000,0) in the Ogre World
sceneManager2
- NewtonWorld2 - centered at (0,0,0) in the Ogre World
- NewtonWorld3 - centered at (20000,0,18000) in the Ogre
- NewtonWorld3 - centered at (20000,0,18000) in the Ogre World
Each newton world in the graphical world is centered in a way to keep floating point errors at a minimum (center of action), plus one centered at the graphical origin that handles all other bodies that are not in one of the sub-worlds. Putting them on multiple scene managers while keeping seperate seems simple enough, what about positioning inside the graphical system, some of these will be much further then what is exampled above, to the point graphical accuracy may suffer (not noticably hopefully), but physics must not.
So, basic question, how do I have an OgreNewt::World centred at a position other then the origin for when it moves the Ogre::Node? Should I just have it not hook a node and just do it manually, and if so, is there a nice interface for moving things manually, and not worrying about it when things don't move?
EDIT: While I'm at it, shouldn't OgreNewt::MomentOfInertia::CalcSphereHollor be called OgreNewt::MomentOfInertia::CalcSphereHollow?