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DanielChappuis avatar DanielChappuis commented on May 11, 2024 1

Yes, scaling is not supported in the ReactPhysics3D transforms. This is the case in other physics engines as you can see here for instance.

I am glad that you solved your issue. Therefore, I am closing this one.

from reactphysics3d.

andreasdr avatar andreasdr commented on May 11, 2024

Hi,

I have a workaround that seems to work 100%.
I add the static rigid bodies as dynamic ones like described above.
And after first world.update() I set them to static.

Works perfekt.

Best regards
Andreas

from reactphysics3d.

andreasdr avatar andreasdr commented on May 11, 2024

Hi,

forget about this bug. Looks like i passed transformations matrix with scale to RP3D. This seem to produce this weird bug.

transform.setFromOpenGL(transformationsMatrix.getArray().data());

Now i normalize the quaternion by using:

	// normalize orientation to remove scale
	auto transformOrientation = transform.getOrientation();
	transformOrientation.normalize();
	transform.setOrientation(transformOrientation);

I was scaling capsules, ... on my own already and I guess using scale with your quaternions ist not supported. In total it would also mean double scale as well.

Best regards
Andreas

from reactphysics3d.

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