-
EDIT: Forgot to add: This is on the master branch. Currently testing develop
EDIT 2: Fails on develop as well. I am also raycasting every frame. Code that does raycasting on comment below.
There is a…
-
Hi,
I have found a simple linker error which is easy to fix:
Have a look at
- https://github.com/DanielChappuis/reactphysics3d/blob/master/src/engine/CollisionWorld.cpp#L253
There you speci…
-
HI,
sometimes in like 2/8 cases objects fall through ConcaveMeshShape.
In my case the bounding volumes are just BoxShapes.
I have an example video where you can see the issue:
- https://www.yo…
-
Hi @DanielChappuis ,
I fail to access your [homepage](http://danielchappuis.ch/download/ConstraintsDerivationRigidBody3D.pdf) for downloading some materials.
Wound you mind uploading to this repo o…
-
This happens when I create identical spheres in identical locations.
See `ContactManifoldSet::computeCubemapNormalId` for example where it may assert:
```c++
short int ContactManifoldSet::comp…
-
A simple check at the top of the update function fixes this for me:
```c++
// Update the physics simulation
/**
* @param timeStep The amount of time to step the simulation by (in seconds)
*/
…
-
Hello,
Great repo! I was wondering if you ever tried to compare the collision detector of ReactPhysics3D with FCL? Do you think it's worth it investigating in it (I am lately disappointed by the sp…
-
I'm not sure if this is because I'm using the library wrong, or if this is a bug. I managed to reproduce it with this code:
``` cpp
#include "reactphysics3d.h"
using namespace rp3d;
int main(int ar…
-
In section "9.3 Updating a Rigid Body", the code sample provided calls a non-existent "getInterpolatedTransform" method on RigidBody.
// Get the interpolated transform of the rigid body
rp…
-
As the title states. Right now it constructs an invalid quaternion, which would result in an assert if you were to use a default-constructed quaternion in the transform for a collision shape.
```c+…