miklosme / box2d-html5

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chain shapes miss collisions after the advanced closure compilation patch #3

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
> Setup:
Create a complex, static chain shape (a wonky circle with 100 edges). Make a 
small circle shape (r = 0.25) dynamic body, set IsBullet true and shoot it at 
the chain shape. I'm applying force towards the centroid of the chain shape 
(using it as a planet) and have disabled global gravity.

> What is the expected output? What do you see instead?

I expected the ball to never penetrate the (which Box2D did as of r146). About 
0.1% of the time, it will tunnel through the shape, bounce around the inside, 
and bounce out. At 30fps with restitution = 0.5, I hit that case in about five 
seconds due to the multiple bounces. I think it is passing through the 
vertices, but I'm not sure. It is definitely a precision issue caused by the 
new compiler.

Objects also take much longer to fall asleep, making many micro-collisions.

> What version of the product are you using? On what operating system?
Box2D from SVN as of Jan 24 2015 (r154  ). Under Chrome and Safari on OS X.

Original issue reported on code.google.com by morga...@gmail.com on 25 Jan 2015 at 1:11

GoogleCodeExporter commented 9 years ago
I've switched back to simple closure compilation until I can figure out what is 
happening.

Original comment by isaacbu...@gmail.com on 25 Jan 2015 at 1:18

GoogleCodeExporter commented 9 years ago
Thanks. I can test builds if you'd like, or try to reduce to a simpler test 
case.

Original comment by morga...@gmail.com on 25 Jan 2015 at 1:31