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@@ -1,6 +1,6 @@
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= Bullet Physics Pitfalls
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-:author:
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-:revnumber:
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+:author:
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+:revnumber:
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:revdate: 2016/03/17 20:48
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:relfileprefix: ../../
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:imagesdir: ../..
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@@ -18,7 +18,7 @@ Bullet physics is not without its problems. Unfortunately, many of those are out
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== Ghost Control AABB Collision only
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-As the javadoc for link:http://jmonkeyengine.org/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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+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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@@ -26,7 +26,7 @@ Please use PhysicsSpace.sweepTest() instead, or kinematic physics objects with l
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== Rigid bodies fall through ground
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-This usually happens if the ground physics object has large triangles or consists of a large BoxCollisionShape.
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+This usually happens if the ground physics object has large triangles or consists of a large BoxCollisionShape.
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*Workaround:*+
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