Daniel Chappuis
Daniel Chappuis
This is now fixed in version [v0.10.0](https://github.com/DanielChappuis/reactphysics3d/releases/tag/v0.10.0) of the library. Thanks a lot for reporting the issue.
@caxapexac Yes, if you could open a new issue with a stack trace, it would be great.
Yes, the mesh used for collision detection must not have duplicated vertices or zero area faces. In the next version of the library, there will be code to check this...
In the last version of the library ([v0.10.0](https://github.com/DanielChappuis/reactphysics3d/releases/tag/v0.10.0)) there are checks when creating ConvexMesh, TriangleMesh and HeightField. When creating those shapes, the library will report errors in this case. Thanks...
RigidBody::raycast gives incorrect result in raycastInfo for body with multiple colliders + solution
Hello. Thanks for your feedback. I am not sure I understand. Do you mean that the Body::raycast() method returns the raycast result in local-space of the body instead of world-space?
Hello. The physics bodies do not have a scale vector because scaling does not work well with physics simulation. However, you should be able to apply your scale before creating...
I am not sure I really understand the goal of scaling the vertical axis. When you say: > to allow an easier movement across slopes (of any dynamic rigidbody). What...
Thanks a lot for taking the time to report this (with all the details). I don't have the time to improve this right now but I will take a look...
I am not sure if I really understand your question but all the bodies of the world in ReactPhysics3D are part of an AABB tree structure (similar to an octree)....
I am closing this issue. Do not hesitate to reopen it if necessary.