Philipp Roßberger wrote: > Hi, > > I try to integrate the recent release (2.7) of Ageia's PhysX engine into > an OpenSG 1.8 project. So far I stumbled over several differences. I have > the feeling, that my implementation is not really correct, as I experience > "strange behaviour" of certain objects in the scene. > > It would be great if someone who already successfully integrated PhysX > would share his knowledge with me and verify the following observations I > have made so far during my project. > > > 1) Coordinate system differences > > OpenSG and PhysX coordinate systems' use different axis orientations. > While the coordinate system in OpenSG looks like this > > z > ^ y > | ^ > | / > -----> x > > > the coordinate system in PhysX looks like this: > > y > ^ z > | ^ > | / > x <----- > > Both are righthand system. Does this PhysX care about the "front" of an object? (OpenSG does for the camera & lights, but little else, I think)
In any case, it's not hard to transform back-and-forth between these, is it? > 2) Object scaling > > Objects instantiated in PhysX with default scaling are twice the size as > their OpenSG counterparts. Here an example: > > Box in OpenSG | Box in PhysX > ----------------------------- > 1,1,1 = 0.5,0.5,0.5 > Yup. Primitives in OpenSG are unit sized, they do not have unit-coords. I don't know which is better actually. :) /Marcus ------------------------------------------------------------------------- This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
