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Found 4 results

  1. satguru

    Physics HeightmapImpostor not working

    BABYLON.PhysicsImpostor.HeightmapImpostor doesn't seem to be working properly. See this PG Here I am dropping a box to the ground. The box drops, halts below the ground, turns and continues dropping below the ground
  2. Hi kids! Admiral Deltakosh recently adjusted some code to get our CannonJS heightMap impostors working somewhat better. (still avoid non-square terrains) BUT (there's always a but)... check this out [PG test #45]. Wait for all the movement to stop. Are all the boxes sitting on their edges? Impostor-meshShape rotational-sync issue? Me thinks so. Also, I think I see muddy ground (mesh slightly sinking into terrain). We will know more... once the rotation issue is solved. I mentioned it in this recent discussion (scroll to bottom), but DK has been pretty busy, so we should try to puppy-chow these issues (try to solve without expert help). But... the rotation issue started recently - possibly caused by recent activity in heightmapImpostor or boundingBox code. @Deltakosh, I will ask blunt. Did your recent heightmapImpostor fix... somehow affect boxImpostor rotations? Do you/anyone see boxes in #45 demo... resting/sleeping on their edges? Any thoughts/ideas? Should I be in bugs? Should I have continued talking in the github comments? (I fixed a bad link to pg #45 in github comments) I never know how to report stuff. Over 60% of my reports... end with finding a Wingnut mistake.
  3. Hi @all, Is there a problem with the HeightmapImpostor? In my test application dont work the pyhsics anymore. The player and other objects fall now through the ground. let groundFHM = BABYLON.Mesh.CreateGroundFromHeightMap("groundFHM", "textures/heightMap.png", 100, 100, 100, 0, 10, scene, false, function () { ... groundFHM.physicsImpostor = new BABYLON.PhysicsImpostor(groundFHM, BABYLON.PhysicsImpostor.HeightmapImpostor, { mass: 0, friction: 0.2,restitution: 0.3 }, scene); }); In this Demo from @Wingnut works the physics also not correct at all. Edit: In my older babylon.js alpha version this works by the way
  4. When I try to make a BABYLON.PhysicsImpostor.HeightmapImpostor with something that is flat shaded the collisions do not work. I was wondering if that was a bug or if you need to use a smooth shaded mesh in order to make a Heightmap Impostor.