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Revise Capsule Length Calculation #2086

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Resolved shape generation issues by correcting the length calculation for the capsule. This fix ensures accurate dimensions and enhances overall project stability.

Related Issue

Misscalculation in primitive capsule model.

Types of changes

Small changes in code to correct the length of the capsule and to prevent a radius higher than half the length.
The changes were made in the class: GeometricPrimitive.Capsule

Resolved shape generation issues by correcting the length calculation for the capsule. This fix ensures accurate dimensions and enhances overall project stability.
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@Eideren
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Eideren commented Dec 21, 2023

Hey @svaldenegro thanks for the PR :)

Looks like you didn't adhere to the template github provides you with for the text of the pull request, I'll have to go over a couple of points with you:

  • Did you build and run the editor to confirm those changes work ?
  • Can we have a before and after of this PR ?
    • After looking at #3d over on discord, Length was previously implemented as the distance between the center of each spheres composing the capsule, whereas now the length is the distance between the top and bottom most points of the shape.
  • This PR sounds like a breaking change, as in users using procedural capsules have it configured a certain way, they will get a different shape once this is merged in, is that right ?
  • If the above is true, this PR would require additional work as we would have to build an asset upgrader for this, there is no easy way to notify our users that they should fix their capsules.

Besides that, the PR looks good :)

@svaldenegro
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@Eideren here's a video with the changes.
The previous behaviour had length calculations problems which caused the capsule to have a wrong length, i also locked the max radius to the length so the length is not broken.
I attach a video of the PR running.

Net8.0-windows7.0.2023.12.20.-.20.58.56.03.mp4

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Kryptos-FR commented Dec 23, 2023

The breaking change regarding how length is calculated is problematic. I think it should remain to be the distance between the centers.

The full length can always be calculated by adding two radii. I'd prefer to add a new FullLength calculated property for that purpose instead of breaking the existing one.

Edit: the whole point of having the length be the distance between the two points, is that it makes it independent from the radius. Now, it means you could have invalid values serialized (even if fixup by the min calculation later on).

Edit 2: if the issue is how the value id displayed in the editor. Then it's different and could be handled with a custom editor logic to display that total length (though I personally prefer when the displayed value matches the serialized one, less magic is better). But changing the underlying code feels wrong to me. It sure will have impact on other parts (such as the physics) and would require more careful testing.

Or if the calculation is wrong on the physics part, then it should be fixed in that place.

Comment on lines -164 to +167
var position = radius * normal + new Vector3(0, deltaY, 0);
var position = radius * normal;
position.Y += deltaY;
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Why making this change? It is equivalent. I'd rather keep the file history clean and avoid changes that don't bring anything of value.

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3 participants