These are chat archives for highfidelity/hifi

18th
Mar 2015
Adrianl3d
@Adrianl3d
Mar 18 2015 02:11
@ctrlaltdavid The way Philip described it to me was, we look down the negative Z, so the +Z would be the back of the avatar
David Rowe
@ctrlaltdavid
Mar 18 2015 02:33
@Adrianl3d From the coder-in-the-know's mouth: "z-Axis is front-to-back, y-axis is toe to neck, and x-Axis is left to right". So z is in the opposite direction to that which the avatar is looking.
So, yes, +z is towards back of avatar.
Ben Nolan
@bnolan
Mar 18 2015 02:52
yeah
opengl has a weird z axis
but once you get used to it its all good.
-z into the distance. so weird.
going into your self increases the z, so maybe that makes sense.
your brain is at +Z
Clément Brisset
@Atlante45
Mar 18 2015 13:15
The reason OpenGL works that way and a good way to remember it is to see the screen as a graph. X goes left to right, Y goes bottom to top, and Z comes out of the screen.
Joe Large [Omega Heron]
@OmegaHeron
Mar 18 2015 17:06
Interface Build 2121 - Windows 7.1 - log is flooded with WARNING] [03/18 12:43:40] Calling Application::getDisplayViewFrustum() from outside the active rendering thread or outside rendering, did you mean Application::getViewFrustum()? so much so that it created a 20MB log file in a few minutes. @jherico
Brad Hefta-Gaub
@ZappoMan
Mar 18 2015 17:06
@jherico ^^
Joe Large [Omega Heron]
@OmegaHeron
Mar 18 2015 17:07
Editing to point at ^^
Joe Large [Omega Heron]
@OmegaHeron
Mar 18 2015 20:07
2133 - there's so much log spam about PhysicsEngine::addEntityInterna( x ) that you can barely move - beating an old dead horse - on windows - writing to console leads to a stutter in moving as it writes entry.
Lexx
@Triplelexx
Mar 18 2015 20:35
2123 you mean? @OmegaHeron
Joe Large [Omega Heron]
@OmegaHeron
Mar 18 2015 20:36
yes - I warped ahead to tomorrow.
Lexx
@Triplelexx
Mar 18 2015 20:37
There's just been a commit regarding shape computation that might fix that, testing myself
Joe Large [Omega Heron]
@OmegaHeron
Mar 18 2015 20:37
I tried testing pr builds for 4471/4472 but get crash on launch
Lexx
@Triplelexx
Mar 18 2015 20:39
ok
ouch, are those all pointers? ;)
yes, the buiilds don't seem too happy
Joe Large [Omega Heron]
@OmegaHeron
Mar 18 2015 21:07
ty - 2125 solves.
Lexx
@Triplelexx
Mar 18 2015 21:15
yes, but I still don't really know what Andrew and Seth are doing exactly... :smile:
I'm trying to play with collision models
Joe Large [Omega Heron]
@OmegaHeron
Mar 18 2015 21:47
create collison shells using external to .obj something - then that's physics shell. Was explained, so I gather, last Friday in voice. Rather useless for me so I'm still groping about trying to reverse engineer it.
Brad Hefta-Gaub
@ZappoMan
Mar 18 2015 22:01
Here’s a quick summary of the entities physics work we’re doing...
Entities can have different “shapes” assigned to them… spheres, cubes, capsules, etc...
we are also going to build tools that allow you to create a convex hull to more precisely descripe the shape of an entity
Lexx
@Triplelexx
Mar 18 2015 22:03
yes, that's what it seems the other urls is for. it's be good for large objects like importing a whole building
Brad Hefta-Gaub
@ZappoMan
Mar 18 2015 22:03
Those convex hulls can be stored as an OBJ and we will associate the with model entities the same way you can associate a mesh to the entity
the point is that many objects won’t need to be physical… and many can be simple objects...
so only when you need it and want it… if you want a complex hull… you can point to it, and we’ll make the physics work
Lexx
@Triplelexx
Mar 18 2015 22:04
sounds awesome
Joe Large [Omega Heron]
@OmegaHeron
Mar 18 2015 22:04
That's what I got from looking at code. Haven't actually tried using the shape computation program yet. But have that on list for this evening.
Brad Hefta-Gaub
@ZappoMan
Mar 18 2015 22:05
you could also do some clever things with switching out the shapes programatically if you wanted to
for example you could make a trap door or walls that you could walk through parts of
Lexx
@Triplelexx
Mar 18 2015 22:05
yes, trapdoor is a good example :)
Joe Large [Omega Heron]
@OmegaHeron
Mar 18 2015 22:05
I like it, overall, I've made physics shells forever - this seems to offer more control and if a shape change is scriptable then even cooler.
Lexx
@Triplelexx
Mar 18 2015 22:06
you could also do that by translating the model though I guess
Brad Hefta-Gaub
@ZappoMan
Mar 18 2015 22:07
trap doors could be done lots of different ways… if the components are independent entities, then simply moving the entity may be easier/better.
Joe Large [Omega Heron]
@OmegaHeron
Mar 18 2015 22:07
Thanks for the info ZappoMan. Being hearing impaired it's hard to get info at times. :)
Brad Hefta-Gaub
@ZappoMan
Mar 18 2015 22:07
but the point is that you can think of the physicality of an object to be independent from it’s visual state
Lexx
@Triplelexx
Mar 18 2015 22:08
I think that's a good design choice
Joe Large [Omega Heron]
@OmegaHeron
Mar 18 2015 22:08
agreed
we've done it in SL for a long time, but, we never had any level of customization beyond the bare basics and certainly couldn't change the physics mesh on the fly easily.
Joe Large [Omega Heron]
@OmegaHeron
Mar 18 2015 22:15
so only way to get hull calculator is self-build, right?
Lexx
@Triplelexx
Mar 18 2015 22:16
calculator?
Joe Large [Omega Heron]
@OmegaHeron
Mar 18 2015 22:17
seems there's a program that reads a physics mesh then creates a .obj file containing the calculated physics mesh.
Lexx
@Triplelexx
Mar 18 2015 22:17
VHACD?
Joe Large [Omega Heron]
@OmegaHeron
Mar 18 2015 22:17
yeah - that
Lexx
@Triplelexx
Mar 18 2015 22:18
yes, I think it builds to an executable
Joe Large [Omega Heron]
@OmegaHeron
Mar 18 2015 22:19
it does from parsing git comments and code. I'll build it on linux in a bit.
Lexx
@Triplelexx
Mar 18 2015 22:21
oh yeah, explains why I wouldn't have got far feeding fbx to the url. :)
Joe Large [Omega Heron]
@OmegaHeron
Mar 18 2015 22:39
welp - I cloned the v-hacd repo after finally finding a link to it in HF docs, set environment var to it and cmake still complains.
Joe Large [Omega Heron]
@OmegaHeron
Mar 18 2015 23:25
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