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Dynamic scaling for Cannon bodies #110
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# Conflicts: # src/objects/Body.ts
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Hello, this PR is a proof of concept for adding scaling to Cannon bodies that can be dynamically updated at runtime. It is relevant to #102.
Currently the only way to update the size of a shape is to do it manually by changing its dimensions -- which can range from a radius to an array of vertices -- and then calling the appropriate update functions -- which can also be different per shape. This PR attempts to make a common method for scaling the shapes attached to a body in a way that would be familiar to three users. Part of the motivation is to make it easier to have the props used for three meshes to be shared with Cannon bodies so that they can match. Handling scale was one of those headaches.
Since these are rigid bodies, scale isn't the sort of thing that should be updated each frame. Because of this I opted for having the scale set on the body followed by an
updateScale()
method for its calculation. This way something like a hook can update the scale each time it changes on a corresponding three mesh but only calculate the new bounding box once it settles (or some other logic).I open this PR as a discussion. I am interested if people think there is a better way to standardize this across the shapes, or a better update method in general. There is a "Scaling" example added that you can use to test. Okay, now some notes on compatibility: