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UpdateVerticesData(positions) dose not update collisions


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Hi it's me again hope you guys don't mind me asking all these questions but i have a small problem.

So i have a custom mesh and the mesh is dynamic and needs to get updated so this is how i do it:

var positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
// edit positions
mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);

Then when i moveWithCollisions the collisions are not updated.

I have worked out a few ways to update the collisions but i'm not sure what is the correct/fastest method

1) mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, true);
2) mesh.setIndices(mesh.getIndices());
3) mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);

Whats the correct/fastest method?

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i just ran some tests and this is what i got

mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
around  0.13  milliseconds

mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, true);
around  0.70 milliseconds

mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
around  0.20 milliseconds

so from my tests looks like resetting the Indices is the fastest method is this the best way to do this it feels hacky

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OK this is super strange

updating indices does not update collisions correctly anymore

but mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, true); is now working when it was not before

i have no idea what i changed i think this is the correct way to do this it takes about 0.30 milliseconds 


mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, true);
is not working again i'm confused

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To trigger recompute of BoundingInfo, on which collisions are highly likely to be based, make sure the third parameter of updateVerticesData() is set to true.  If you decide to also recompute normals, there is a method in mesh, updateMeshPositions(), which can do do it automatically.  Unfortunately, it does not have a recompute BoundingInfo arg.  Perhaps edit it & PR, if you like.  Looks like there is also a bug in Geometry.updateVerticesData().  It probably should be ignoring updateExtends unless type is positions.

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OK this shows the problem: http://www.babylonjs-playground.com/#NTUKO#0

if we update the mesh inside registerBeforeRender collisions will not work correctly unless we setIndices again


Also if we set updateExtends to false and setIndices then the collisions does a strange bouncing thing :P but this is not really a problem just showing it to you


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  • 7 months later...

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