geExtBox_Scale() ?
Really this can extend the BBox under the Y=0?
That would be nice.
It's not possible (or it's too difficult for me) setting an offset to the newton collision. In fact, when you pass the genesis origin and BBox dimensions of the actor in order to create the newton collision, you pass as origin the pivot coordinates of your editor, that is between the foots of virgil, and not in the RootBone. Then you pass the AABB Bounding Box dimensions, and newton rightly extends the collision geometry from the pivot in the three axis.
So:
Genesis BBox:
_____
|xxxx|
|xxxx|
|xxxx|
------------- Y = 0 the genesis actor is
above the origin
Newton BBox:
_____
|xxxx|
------------- Y = 0 the newton collision is
around the origin
|xxxx|
------
the best way to avoid this is to center your body before the export in the pivot axis. But the genesis BBox doesn't calculate in the BBox height all the geometry that is Y < 0.
Exported this way, the genesis actor correctly moves with the newton geometry but the genesis bounding box starts in the middle of the actor (that is Y >= 0).
Newton BBox:
_____
|xxxx| Genesis BBox & Newton collision
------------- Y = 0
|yyyy| Newton collision
------
i could pass the origin of the RootBone, but then I will have to calculate the matrix local translation to set the actor position when I have to Trasform the actor position and rotation according to the physics. The transform callback has to be faster as possible, all that calculation would be the murder of the application. The best way is to work in the genesis side and extend the BBox under the Y origin.
I will try your suggest. Help is appreciated.
