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PotS Physical Transforms #101
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If we can do it as a version-specific export step, that sounds like the best option. Otherwise it will be forgotten in new features and cause future bugs. |
Any preference for applying the mass/pin hack or transforming everything to worldspace? |
As far as I know, both usually work fine. |
I'd say the safest bet for predictability and compatibility would be to follow that pattern then. |
The current approach is to transform physicals into worldspace if the scene object does not have a coordinate interface. |
Per @Jrius in #93 and on the forum, Plasma engines that utilize Havok physics expect for most static physicals' data to be in worldspace coordinates while others (specifically pinned and massed physicals) are expected to be in localspaced. Korman currently exports physical data in localspace coordinates only, which works on MOUL.
A work-around for ladders was introduced in #94 to apply the
kPinned
flag and a mass of 1.0 to the physical. However, this does not address the fact that we are producing physicals that are potentially incorrect for PotS. We should investigate either applying transforms as a post export step on these physicals or applying this workaround to all PotS physicals.The text was updated successfully, but these errors were encountered: