Comments (1)
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). The first part of the collision detection is the broad-phase collision detection where we compute all the pair of bodies that need to be tested later during the narrow-phase collision detection. When we create a concave mesh (triangle mesh or heightfield) an internal AABB tree is generated for that only to store all the triangles in a AABB node. In ReactPhysics3D, there is no internal AABB tree for a convex mesh.
Can I please ask you next time to ask this kind of questions in the discussions section instead of opening an issue?
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Related Issues (20)
- The library conflicts with X11 HOT 4
- BallAndSocketJoint goes invalid if the bodies are too heavy HOT 2
- Instantiate multiple PhysicsCommon instances HOT 4
- Potential memory leak on rigid body create/destroy HOT 4
- Jump and First Person HOT 1
- Memory leaks HOT 9
- ConvexMeshShape colliders not colliding properly
- Get all objects overlapped by sphere HOT 1
- Total force differs with update timestep? HOT 2
- Collision category bits HOT 4
- Bounciness HOT 2
- Are different dworlds threadsafe? HOT 3
- Capsule vs triangle edge, no contact if edge parallel HOT 3
- SingleFrameAllocator and multiple world instances. HOT 1
- Sim step slowing down HOT 7
- How does the sensor need to be implemented? HOT 2
- mBaseAllocator.release pure virtual method called causing SIGABRT HOT 2
- A ton of compiler errors when trying to compile with Make. HOT 1
- RigidBody::raycast gives incorrect result in raycastInfo for body with multiple colliders + solution HOT 1
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