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Double-precision support for non-rigid body physics objects #19
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It should be a simple matter. Thanks for the suggestion! |
@aecsocket: the work took a week longer than it should've, but I believe v17.1.0 should meet your needs. Please try it and let me know whether it does or not. |
1.7.10 provides a lot of the methods needed, and is almost perfect for my needs. However it's still missing a few methods which would be useful:
|
Thanks for the feedback. I'll keep this issue open until those suggestions are addressed. |
Doing another pass over my code, one place where double precision would be useful is in joints and constraints. Specifically New6Dof's Vector3f and Matrix3f parameters: if the A end is in world space, the Vector3f may not be precise enough to express the extremes of coordinates. However this is a more niche use-case, since in my code most of the time bodies will be constrained to other bodies. |
I'll take a look at I'm curious about your Minecraft plugin. What is its name and purpose? |
I started implementing a double-precision constructor for a single-ended |
Yes it sounds like joints and constraints will need a lot more work to add dp support. It seems more of an edge case though, so it shouldn't be too high priority. I'm trying to write a server-side physics framework for Minecraft servers (project CraftBullet), and also developing a (pseudo-)entity-component-system on top of that to allow me to make generic entities (project Sokol). I appreciate your work greatly since without it my ideas wouldn't even be possible! |
Thanks for sharing details about CraftBullet. I'm glad to help out. Currently the 17.2.0 release is being delayed by an authentication issue at the build server. I've opened a ticket ... |
The 17.2.0 release has been published, so I'm closing this issue. If you wish to propose new features, I invite you to open (a) new issue(s) here at GitHub. |
Similar to #9 , I am using Libbulletjme for use in a Minecraft plugin, which requires double-precision in world positions, since coordinates can go up to 30 million on the X/Z axes. I see there has already been work done to get/set double-precision physics positions and rotations on
PhysicsRigidBody
instances, however I also usePhysicsGhostObject
s, which from what I can see don't support the*Dp
methods.Could double-precision get/set support be added for object types apart from
RigidBody
(specificallyGhostObject
s andSoftBody
s), and if possible a double-precision variant of get/set Transform methods (at least for the position component)? I make extensive use of Transforms rather than pure vectors, and double-precision utils for those would be very useful.The text was updated successfully, but these errors were encountered: