When I started work on my current project I had spherical shields that would become smaller as depleted, recently updated jMonkey and I get the error: SphereCollisionShape cannot be scaled.
Is this a case of something not yet being implemented or is it unlikely to be? (I was surprised that you could scale physics objects at all, didn’t seem like a feature that would be commonly used)
Its not something we can decide, its so in bullet.
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@kd12 said:
Meh, I won't bother about it then. Just strange that it worked two/three months ago but doesn't now.
You were able to call that method however it never did anything.
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I had spaceships that had shields that when depleted would shrink and after a period of not being hit would recharge and become bigger again, and it always seemed to work exactly as expected (for example, a projectile would have hit the shields at full strength but didn’t because they had reduced in size).
@kd12 said:
Are you sure? I'm pretty sure it did :-/
I had spaceships that had shields that when depleted would shrink and after a period of not being hit would recharge and become bigger again, and it always seemed to work exactly as expected (for example, a projectile would have hit the shields at full strength but didn’t because they had reduced in size).
How would strength and size relate? I am not 100% sure but from what I tried the collision shape size did not change properly and the code in the sphere would also not really make it… Do you use jbullet or native bullet?
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@kd12 said:
I made them related because it looked cool, gave a quick and easy visual cue to the player, and because energy shields don't exist in real life.
:? You deduced from some "reduced strength" that the size of the collision shape was smaller. The collision shape is not visible or makes some "strength" be different, things just collide with it.
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I also had a visible sphere spatial, the radius of which changed with the radius of the object in the physics space. Plus I had the visible debug physics thing on and that shrunk too if I remember correctly.
It’s hard to explain, but was clearly demonstrated by a few seconds of playing. Sadly I didn’t save an old version.
… guys, I am not interested in this game but in the collision shape. Of course I get why he makes them smaller, I just don’t see how he should realize if the collision shape is actually smaller from visual cues or some “strength” because he cannot. So, he never knew the actual size of his collision shapes and also can’t say if they ever scaled.
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Well in this case the old debug display was probably misleading, the old debug display would use the scaling value that was set. The debug display is also just a spatial like any other visual display for the shield would be Anyway from the post I can’t be sure if that is what the OP “saw”, thats why I was asking.
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@normen said:
.... guys, I am not interested in this game but in the collision shape.
Hence I tried not getting into it in too much detail.
@normen said:So, he never knew the actual size of his collision shapes and also can't say if they ever scaled.
I am quite confident I did because if you shot projectiles at the shields they were impacting at different places and if you aimed near the edge of the sphere eventually they would miss because the sphere had shrunk too much and was no longer in the path of the projectiles. Also the shields would damage each other. In short, everything appeared to work exactly as it would if the spheres were scaling.
Long story short: something that may or may not have been possible and easy to do isn’t now and may or may not be possible in the future. Not a huge problem.
@zarch said:
Shields shrinking as they are weakened potentially makes sense if you think about it,
Well impacting projectiles is another thing. Maybe you can make a test case for this so I can investigate further.
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