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

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