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ian

babylon.js - impostor - collider - debug

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I don't think so.

Look at 

Differences between (if we debug bounding Boxes ) Bridge have 

(1. this first example I think that BoxImpostor is shifted because Bridge's origion/pivot is not in center but in center of lower Bridge's face. In this excample I think BoxImpostor is not around Bridge but is shifted because of Bridge's origin)

http://www.babylonjs-playground.com/#MBFUI#3

and
(2. this bounding Box is ok because Bridge's origin is in center of Bridge )

http://www.babylonjs-playground.com/#MBFUI#5

 

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@adam

Can you explain me what exactly this code do? 

What means shape.halfExtents

 

and why you do 

mesh.scaling.x = shape.halfExtents.x * 2;
mesh.scaling.y = shape.halfExtents.y * 2;
mesh.scaling.z = shape.halfExtents.z * 2;

and

mesh.scaling.x = shape.boundingSphereRadius * 2;
mesh.scaling.y = shape.boundingSphereRadius * 2;
mesh.scaling.z = shape.boundingSphereRadius * 2;

why number 2 ?

 

 greetings

Ian

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This your qul example could be included in Inspector for enable/disable (hide/show) physics impostors in scene.
Now Inspector does not have any debug options for physics impostors.

What do you think @Deltakosh @RaananW @Wingnut
Who build Inspector(babylonJS debuger) ?
So we can ping who build Inspector to include physics impostor debuging

What are your opinion about adding physics impostor debuging in Inspector of BabylonJS.

Greetings
Ian

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5 minutes ago, ian said:

This your qul example could be included in Inspector for enable/disable (hide/show) physics impostors in scene.
Now Inspector does not have any debug options for physics impostors.

When I said debugger, I was referring to inspector.

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