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andykorth avatar andykorth commented on June 18, 2024

Hierarchies tend to be pretty flat too, in addition to not often being scaled. I think just mentioning this in docs should be sufficient.

Already, you can scale physics bodies and their mass isn't affected. So it seems reasonable.

Most of the use of scaling parent nodes is probably for UI sorts of things.

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vlidholt avatar vlidholt commented on June 18, 2024

Seems to me that accessing the area and density are much more important than correctness when scaling. My vote goes to putting them back in.

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Birkemose avatar Birkemose commented on June 18, 2024

I can not really grasp what implications this have. What is the difference between mass and density? Never used area. On the other hand, I have used objects scaling extensively ... ie the unsafe resize functions in old chipmunk. Would hate to lose that.

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dissidently avatar dissidently commented on June 18, 2024

Mass is a...

Density has a...

Sent from my iPad

On Nov 22, 2013, at 5:26 PM, Birkemose [email protected] wrote:

I can not really grasp what implications this have. What is the difference between mass and density? Never used area. On the other hand, I have used objects scaling extensively ... ie the unsafe resize functions in old chipmunk. Would hate to lose that.


Reply to this email directly or view it on GitHub.

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slembcke avatar slembcke commented on June 18, 2024

Pushed. I ran into another issue that I'd forgotten about from earlier that I'd been mulling on for a couple of days. I think the code for it had ended up in my git stash a half dozen times. :-\ Found a dumb, but correct solution. (Need to guess the non-rigid part of a node's transform before it's physics body is even active.)

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