Comments (7)
Thanks for reporting this.
Can I ask you to post the code where you create the CollisionShape that you are trying to add to the body ?
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I was trying to add a convex hull. Worked around by changing the default mass to 1.0
void noob::prop::attach_hull(const noob::basic_mesh& hull, float mass, const noob::vec3& position, const noob::versor& orientation)
{
rp3d::ConvexMeshShape shape(&hull.vertices[0].v[0], hull.vertices.size(), 3 * sizeof(float));
for (size_t i = 0; i < hull.indices.size(); i += 3)
{
float first = hull.indices[i];
float second = hull.indices[i+1];
float third = hull.indices[i+2];
shape.addEdge(first, second);
shape.addEdge(first, third);
shape.addEdge(second, third);
}
shape.setIsEdgesInformationUsed(true);
body->addCollisionShape(shape, rp3d::Transform(rp3d::Vector3(position.v[0], position.v[1], position.v[2]), rp3d::Quaternion(orientation.q[0], orientation.q[1], orientation.q[2], orientation.q[3])), mass);
}
from reactphysics3d.
When it failed, what value were you using for the "mass" in the addCollisionShape() call ? The mass has to be a positive value.
from reactphysics3d.
1.0
from reactphysics3d.
I'm not sure I understand. You mean it fails if you use 1.0 for the mass ? Then, you said it worked if you changed the mass to 1.0.
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Oh sorry, I miswrote. What I meant was that the default mass was 0.0. Oops!
from reactphysics3d.
Ok so if I understand correctly, I can close this issue because this is not a bug right ? There is no default value for the mass in the addCollisionShape() method and the user has to use a positive value for the mass in parameter. Am I missing something ?
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