Closed anugentc closed 2 years ago
NEVERMIND! I'm an idiot. What I was doing was assigning the transform for the collision object as the transform from the rigidbody itself. That's why it only worked at the origin, since the collisionbody needed to be transform::identity(). Guess that's what I get for not reading the docs closely enough lol. Closing this now.
Hello. Ok perfect. I am glad that you have found the issue. Sorry, I didn't have the time yet to look into it.
Hello, I have a very strange problem. So when I create a cube dynamic rigidbody that is centered at the origin, everything works amazingly. If the static floor is inside it, it will pop out. If the body is above the floor, it will fall and act normally.
So it works fine when the cube is at the origin, yet when I move it any amount anywhere on creation, it behaves weirdly. It looks like it bumps into invisible walls and sinks through the floor. It also seems to have a rocking motion when it rests, almost like it's swinging.
This happens in any direction, x, y, or z. It could be something with my quaternions but I'm not sure. IDK if there is something obvious I'm missing, but I've been stuck on it for a while, and any help is appreciated!
The code is a bit sloppy since I'm not too well organized, apologies