In my Api I have implemented a "physics world scaling" parameter. It is basically a single scalar that indicates how large every collision shape should be in the newton world and it's respective position and mass density.
So you can call
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PhysicsWorld->SetPhysicsScale(0.5f)
And everything in the physics world will be smaller.
This works well! And wasn't that hard to get running - however when I set the scale to 0.5 I start seeing missed collisions between compounds and my terrain collider (the problem is also there with generic tree colliders). Single body collisions work fine for some reason.
using SetPhysicsScale(1.0f) works fine.
When I manually create a small compound collision shape using physics scale 1.0f things still work fine.
I must be doing something wrong but for the life of me I cant find it .
Any chance you can debug and see why the objects are passing through the terrain? Here is the demo: with physics scale set to 0.5f
https://drive.google.com/open?id=1TNkp0bV0wbL1a_ZtkypOXzLWf2hWGCda
I don't get any calls to the AABB callback or the contacts callback for the compounds.
Best - Melting.