[Fixed]About strange value in moment of inertia

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[Fixed]About strange value in moment of inertia

Postby yokkun831 » Wed Jan 13, 2010 2:42 pm

Edit: (by tatt61880 on 2010.12.26 15:28)
Fixed at v1.6.3 :thumbup:

-Tatt
----


When we make a polygon by CSG, the moment of inertia becomes strange value.
In the case of the polygon made by subtraction small circle from the big one, the mass becomes a little bit less. But the moment of inertia of it becomes too less against our expectations.

Last edited by tatt61880 on Sun Dec 26, 2010 8:30 am, edited 1 time in total.
Reason: Fixed!
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Re: About strange value in moment of inertia

Postby Paradigm 29 » Fri Jan 15, 2010 10:15 pm

Here's an example of the same thing, but with a circle and a polygon of nearly identical size.
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Re: About strange value in moment of inertia

Postby niffirg1 » Sat Jan 16, 2010 5:31 am

Hhhhmmmmmmmmmmm interesting bug... I wander why?
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Re: About strange value in moment of inertia

Postby yokkun831 » Sat Jan 16, 2010 7:03 am

I'm sorry to say that all polygons will have strange value of its moment of inertia.

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Re: About strange value in moment of inertia

Postby davidz40 » Thu Jan 21, 2010 11:17 pm

That's really serious bug. I can confirm that moments of inertia for circle and square have proper values, so it seems that algorithm for polygons is really messed up.
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Re: About strange value in moment of inertia

Postby Frank » Sun Jan 24, 2010 8:03 pm

When you get under the surface, lots of stuff with polygons is screwed up. Better than it used to be, but still bad. Try making gears, stars, or rings with high air friction, then clone and rotate so they're technically at different angles but present the same profile, and watch how the seemingly identical shapes fall at different speeds.

The collisions for polygons aren't that good either. Ever try to use a ring as a wheel?
Made some cool stuff a long time ago
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Re: About strange value in moment of inertia

Postby kilebantick » Fri Feb 05, 2010 2:20 am

Frank wrote:When you get under the surface, lots of stuff with polygons is screwed up. Better than it used to be, but still bad. Try making gears, stars, or rings with high air friction, then clone and rotate so they're technically at different angles but present the same profile, and watch how the seemingly identical shapes fall at different speeds.

The collisions for polygons aren't that good either. Ever try to use a ring as a wheel?


Sure have. Made the car really heavy, it kind of turned into a hover craft.
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