You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Issue description:
SoftBody pinned_points are out of sync with ArrayMesh vertexes because duplicate vertices are removed on physics server.
This is because in modules/bullet/soft_body_bullet.cpp:322, in SoftBodyBullet::set_trimesh_body_shape method, duplicate points are removed, thus making mesh indices out of sync with the indexes that pinned points store. Took me forever to find it.
This makes setting pinned_points a real pain in the ass because you first need to remove duplicate vertices from mesh and then calculate new index of the vertex.
This really should be documented somewhere. OR vs_indices_to_physics_table could be exposed to allow user to resolve soft body vertex index on physics server by specifying vertex index taken from ArrayMesh.
The text was updated successfully, but these errors were encountered:
and3rson
changed the title
SoftBody pinned point indices not corresponding to mesh vertices due to duplicate mesh vertices removal
SoftBody pinned point indices not corresponding to mesh vertices due to removal of duplicate mesh vertices
Mar 4, 2019
Can anyone still reproduce this bug in Godot 3.2.3 or any later release?
If yes, please ensure that an up-to-date Minimal Reproduction Project (MRP) is included in this report (a MRP is a zipped Godot project with the minimal elements necessary to reliably trigger the bug). You can upload ZIP files in an issue comment with a drag and drop.
Godot version:
v3.1-beta10
OS/device including version:
ArchLinux rolling
Issue description:
SoftBody pinned_points are out of sync with ArrayMesh vertexes because duplicate vertices are removed on physics server.
This is because in modules/bullet/soft_body_bullet.cpp:322, in
SoftBodyBullet::set_trimesh_body_shape
method, duplicate points are removed, thus making mesh indices out of sync with the indexes that pinned points store. Took me forever to find it.This makes setting
pinned_points
a real pain in the ass because you first need to remove duplicate vertices from mesh and then calculate new index of the vertex.This really should be documented somewhere. OR
vs_indices_to_physics_table
could be exposed to allow user to resolve soft body vertex index on physics server by specifying vertex index taken from ArrayMesh.Summoning @AndreaCatania :)
The text was updated successfully, but these errors were encountered: