reactphysics3d
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Open source C++ physics engine library in 3D
If you stack (and balance) a boxshape ontop of a capsule shape laying on it's side, the box falls into the capsule by quite a bit, being pushed out only...
Been doing some performance profiling to see areas I could improve performance. I've found that quite a bit of the time in simulation is spent in swapping components in the...
Further to recent discussions about inertia tensor, I've written a C++ function that given an inertia tensor (actually any symmetric matrix), returns the three eigenvalues in order of size. Feel...
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 `mLocalInertiaTensors`),...
i have to pass two external collision object , and simply check wether they are colliding or not...
Implementation for passing external mesh of two bodies and check wether they are colliding or not ??
I'm at it again - assert(std::abs(determinant) > MACHINE_EPSILON); is firing: reactphysics3d::Matrix2x2::getInverse(const reactphysics3d::Matrix2x2 * const this) (/home/ian/dev/hedgey/Engine/lib/reactphysics3d/src/mathematics/Matrix2x2.cpp:49) reactphysics3d::SolveHingeJointSystem::solvePositionConstraint(reactphysics3d::SolveHingeJointSystem * const this) (/home/ian/dev/hedgey/Engine/lib/reactphysics3d/src/systems/SolveHingeJointSystem.cpp:697) reactphysics3d::ConstraintSolverSystem::solvePositionConstraints(reactphysics3d::ConstraintSolverSystem * const this) (/home/ian/dev/hedgey/Engine/lib/reactphysics3d/src/systems/ConstraintSolverSystem.cpp:111) reactphysics3d::PhysicsWorld::solvePositionCorrection(reactphysics3d::PhysicsWorld * const this)...
Hey, I'm innocently using ReactPhysics3D and am getting this assert raised... and not sure how to go around debugging it. Ian
How can I query the closest points of the convex objects when they are not colliding using reactphsyics3d?. Any help is really appreciated!!. Thanks.
Is it possible to add multithreading computation through `std::thread` or CUDA for collision world. Specifically I want to be able to cast rays asynchronously and then wait for the answers...
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...