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Re: Holes in terrain not working

Posted: Tue Dec 20, 2016 12:27 am
by Mitovo
For those asking,

I'm using Bullet Physics, and OpenGL rendering, and I'm using 3.8 (can't seem to get 3.9 to work right).

But really, should the physics version really matter? I'd imagine the terrain system would be programmed to recognize when a part of its surface has been set to "empty", regardless.

Re: Holes in terrain not working

Posted: Tue Dec 20, 2016 1:17 am
by RasterRon
I'm using Bullet Physics, and OpenGL rendering, and I'm using 3.8 (can't seem to get 3.9 to work right).
Great, looks like it is Bullet specific as Duion also reported. I tested the same floating result with 3.8.

Re: Holes in terrain not working

Posted: Tue Dec 20, 2016 6:13 am
by Timmy
So peeps know this is a bullet only thing, i believe @
User avatar
JeffR
is chucking up a fix soonish, if he doesn't get the time or whatever i'll chuck up the fix.

Re: Holes in terrain not working

Posted: Tue Dec 20, 2016 7:11 am
by JeffR
Hey guys, try this and test 'er out. Seemed like it worked for me.

https://github.com/GarageGames/Torque3D/pull/1876.

Credit goes to @ Lopuska from his PhysicsGMKRefactor work, and Az and Timmy for remembering about it ;)
For those asking,
But really, should the physics version really matter? I'd imagine the terrain system would be programmed to recognize when a part of its surface has been set to "empty", regardless.
The setup passes through the physics abstraction layer on to the physics library in question. The issue was that the abstraction part didn't properly translate the holes in such a way for bullet to know about all that. the stock and physx stuff happened to. The above code change should make bullet properly aware of holes in the terrain, so give it a shot and let me know :)

Re: Holes in terrain not working

Posted: Tue Dec 20, 2016 1:47 pm
by RasterRon
Awesome, working great now! :)

Re: Holes in terrain not working

Posted: Tue Dec 20, 2016 9:17 pm
by Mitovo
Well that's a first. I actually posted something useful!

:p

I'll have to check it out later after work.

Thanks!