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Found 4 results

  1. BABYLON.PhysicsImpostor.HeightmapImpostor doesn't seem to be working properly. See this PG https://www.babylonjs-playground.com/#97B3B7#7 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
  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 http://www.babylonjs-playground.com/#1RKZXB#6 works the physics
  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.
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