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@@ -12,7 +12,7 @@ Bullet physics is not without its problems. Unfortunately, many of those are out
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== Sweep Test Issues
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-. When using link:http://jmonkeyengine.org/javadoc/com/jme3/bullet/PhysicsSpace.html#sweepTest(com.jme3.bullet.collision.shapes.CollisionShape, com.jme3.math.Transform, com.jme3.math.Transform)[PhysicsSpace.sweepTest()], ensure that the distance between the transforms is at least 0.4wu or greater.
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+. When using link:{link-javadoc}/com/jme3/bullet/PhysicsSpace.html#sweepTest(com.jme3.bullet.collision.shapes.CollisionShape, com.jme3.math.Transform, com.jme3.math.Transform)[PhysicsSpace.sweepTest()], ensure that the distance between the transforms is at least 0.4wu or greater.
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. Note that the sweep will not detect collisions if it done inside of a collision shape. It must be on the edge of a collision shape to detect any collisions.
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@@ -21,7 +21,7 @@ Bullet physics is not without its problems. Unfortunately, many of those are out
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As the javadoc for link:{link-javadoc}/com/jme3/bullet/objects/PhysicsGhostObject.html[PhysicsObjectControl] says, the ghost object collision detection uses AABB (Axis-aligned bounding box) collision only, regardless of the collision shape it has been assigned.
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*Workaround:*+
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-Please use PhysicsSpace.sweepTest() instead, or kinematic physics objects with link:http://jmonkeyengine.org/javadoc/com/jme3/bullet/PhysicsSpace.html#addCollisionListener(com.jme3.bullet.collision.PhysicsCollisionListener)[collision listeners].
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+Please use PhysicsSpace.sweepTest() instead, or kinematic physics objects with link:{link-javadoc}/com/jme3/bullet/PhysicsSpace.html#addCollisionListener(com.jme3.bullet.collision.PhysicsCollisionListener)[collision listeners].
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== Rigid bodies fall through ground
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