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rapier3d convex hull regression from 0.15 to 0.16 #417
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Hi! Could you by any chance integrate Rapier’s debug-renderer, so I can understand exactly the geometry of the scene? |
Hey! Yeah, I think I could probably do that. How do I do that? I've been putting off building our own physics visualization, but if there's something built-in, that sounds great! |
First, you need to implement the |
Wow, that debug renderer interface is amazing, I wish I had integrated it sooner! Here is rapier3d 0.15.0: https://i.eryn.io/2246/rapier3d-0.15.0-debug.mp4 Here is rapier3d 0.16.1: https://i.eryn.io/2246/rapier3d-0.16.1-debug.mp4 |
@LPGhatguy, @rfurlan Thank you both for the additional details. Could you please add the following to your [patch.crates-io]
parry3d = { git = "https://github.com/dimforge/parry", branch = "odd-convex" } |
@sebcrozet yes everything behaves as expected with the patch, thank you :) |
Hello! We recently upgraded from rapier3d 0.15 to 0.16. We use rapier's built-in convex hull generation on some of our meshes to get a decent default collision mesh.
We have a few test scenes with dynamic bodies. One of them is a series of barrels sitting on tables that the player can shoot at. The barrel colliders are using convex hull colliders, generated by feeding all of the model's vertices into
ColliderBuilder::convex_hull
.In rapier3d 0.15.0, those barrels sit on the table and are stable:
rapier3d-0.15.0.mp4
When upgrading to rapier3d 0.16.0, the barrels roll off of the table when the simulation starts:
rapier3d-0.16.0.mp4
The model is one of Kenney's free assets. Here is a zip file containing the glTF 2.0 file we load: barrel.zip.
The collisions generated from this model weren't perfect in 0.15.0, but they have regressed in 0.16.0. I understand that the data that I'm giving rapier may not be great. Using convex decomposition instead results in much better collisions but takes a long time. Is there anything else I can submit to help diagnose this issue?
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