dumbo2007
Crazy about real time sims
So I am trying to approximate the shape of the hangars at Olympus base. They look like a squashed cylinder located at y = 0 and varying x or z.
These are the lines for the hangar in Olympus.cfg , line 43 to 46 :
So the scale is non uniform on the 3 axes. I am trying to create the collision mesh of this hangar in Bullet. Unfortunately the cylinder radius cannot be different. I have taken a cylinder around the Z axis and the z scaling was easy : length of cylinder = z scaling = 60 m
But I cannot have a Y and a X scaling of 40 and 10. I was thinking perhaps I can take a cylinder with a bigger radius and sink it into the ground a bit so that the chord length of the cylinder that touches the xz plane is 40 and the height is 10.....if you get what I mean. I am not sure about whether the curvature of the surface will match though.
I forgot high school maths the day I left high school so I am unable to come up with the distance to sink the cylinder
And yeah the co-ordinate systems are mirror images in the picture though that's irrelevant here
These are the lines for the hangar in Olympus.cfg , line 43 to 46 :
Code:
HANGAR3
POS 40 0 -120
SCALE 40 10 60
END
So the scale is non uniform on the 3 axes. I am trying to create the collision mesh of this hangar in Bullet. Unfortunately the cylinder radius cannot be different. I have taken a cylinder around the Z axis and the z scaling was easy : length of cylinder = z scaling = 60 m
But I cannot have a Y and a X scaling of 40 and 10. I was thinking perhaps I can take a cylinder with a bigger radius and sink it into the ground a bit so that the chord length of the cylinder that touches the xz plane is 40 and the height is 10.....if you get what I mean. I am not sure about whether the curvature of the surface will match though.
I forgot high school maths the day I left high school so I am unable to come up with the distance to sink the cylinder
And yeah the co-ordinate systems are mirror images in the picture though that's irrelevant here
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