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NewtonInvalidateCache(_world);
Whenever I start my editor's simulation, I make the above call (to make sure everything (re)starts clean - or is it not necessary?)
When there no 0 mass objects (other than tree collisions, which are automatically 0 mass), everything works fine.
However, if there is a 0 mass (non-tree collision) object, such as a box or a sphere, or perhaps a convex hull, etc (or a convex hull modifier), then all of the objects in the scene seem to get 0 mass (and thus become immobile). If, as the simulation is running (but no objects are moving, as mentioned), I select one of my objects and reset the mass (it is reported correctly, but I reset the mass to the same number anyway), then that object starts to move once again.
This isn't the latest 2.03 version, but rather 1 or 2 versions behind that (on Windows). I haven't had time to upgrade to 2.03 just yet, so perhaps this bug is fixed
