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Super quick user question on ReactPhysics3D if you have a time...
I'm looking through the RP3D implementation and I notice that the inertia tensor in local space coodinates (ie `mLocalInertiaTensor…
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Currently, there does not seem to be an option for a `CollisionWorld` to set a boundary frustum such that any bodies that exit that boundary are automatically destroyed.
I would love to try and ma…
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// in TriangleShape::raycast
const decimal sign = (localHitPoint - ray.point1).dot(pq) > FLT_MIN ? 1.0f : -1.0f;
// hitFraction must multiply sign here, sometimes the point is not on the ray .
cons…
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Implementation for passing external mesh of two bodies and check wether they are colliding or not ??
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Its just an idea and probably a matter of personal feelings but I had an idea about setting up the Assert error handler to behave like OpenGL does if possible and instead of breaking the program Loggi…
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Hi,
TDME2 has the ability to clone worlds and keep them in synch. These operations are synchronized by mutexes in my code.
Usually this also means a world has its own thread and got only access…
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First of all, nice job on this library! The 37 pages of documentation really makes it stand out.
I've looked at the source code (nice job on the cleanliness and modularity btw!) and noticed that ther…
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I'm using a series of CapsuleShapes joined together and after some time the anomaly is raised.
This happens also in last version 0.10.0.
Assertion failed: (penDepth > decimal(0.0)), function addCo…
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After upgrading to 0.10.0, destroying a newly created empty world causes an assertion failure:
```
rp3d::PhysicsCommon common;
auto* world = common.createPhysicsWorld();
common.destroyPhysicsWor…
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ucrtbased.dll!00007ffe875dedc5() Unknown
ucrtbased.dll!00007ffe875debe3() Unknown
ucrtbased.dll!00007ffe875e18af() Unknown
> reactphysics3d.dll!reactphysics3d::OverlappingPairs::setNeedToTest…