A multi core friendly rigid body physics and collision detection library. Written in C++. Suitable for games and VR applications. Used by Horizon Forbidden West.
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Soft bodies don't seem to work with scaled compound shapes #895
This is a strange issue that I haven't been able to reproduce with just a simple scaled shape, but I have a snapshot that should hopefully suffice: jolt_snapshot_2024-02-02_21-18-30_63008.zip
The scene structure is essentially this:
Body (Kinematic)
SphereShape (unimportant empty-shaped sensor, using the sphere placeholder)
Body (Static)
ScaledShape (1.25x)
StaticCompoundShape
BoxShape (Floor)
BoxShape (Wall)
BoxShape (Wall)
BoxShape (Wall)
BoxShape (Wall)
If you add any soft body to LoadSnapshotTest::Initialize, like this one:
This is a strange issue that I haven't been able to reproduce with just a simple scaled shape, but I have a snapshot that should hopefully suffice: jolt_snapshot_2024-02-02_21-18-30_63008.zip
The scene structure is essentially this:
If you add any soft body to
LoadSnapshotTest::Initialize
, like this one:You should see something like this:
https://github.com/jrouwe/JoltPhysics/assets/4884246/f215a02a-e3fa-4e0e-a8b9-946a20886e30