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User imported 3D Collision Shapes only interact with primitives and not each other #4591

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ghost opened this issue May 9, 2016 · 10 comments

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@ghost
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ghost commented May 9, 2016

Operating system or device - Godot version:
Ver 2 Stable

Issue description (what happened, and what was expected):
3D collision shapes do not interact/collide unless at least one is an engine defined primitive. The same happens with kinematic bodies or rigid bodies. A custom shape can interact with collision shapes using primitives but not with any other user imported collision shapes.

Steps to reproduce:
Create a rigid body and give it a custom, imported collision shape. Instance a bunch at the same location. Notice they don't interact with each other.

Link to minimal example project (optional but very welcome):

@Ace-Dragon
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Last I checked, the import window expects different keywords in order to create rigid-bodies as opposed to static-bodies.

What does your node tree look like?

@bojidar-bg
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I think there was a problem with tri-mesh (i.e ConcaveCollsionShape) vs tri-mesh collisions, but I can't find an issue about it.

@ghost
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ghost commented May 9, 2016

@Ace-Dragon
Importing issues shouldn't be the problem, as the only thing I'm using from my imported .dae is the geometry for the collision shape/mesh. Everything else I made in Godot.

@bojidar-bg
I think that might be exactly it. I'll try to upload an example project showing the problem when I get a chance.

@slapin
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slapin commented May 24, 2016

Well, there is no way to generate convex collision from mesh during import;
But you can create these in editor, probably that will work to some extent...

Checking collision code this type of collision should work.

@ghost
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ghost commented May 25, 2016

You can create these in editor

Would it be something as simple as copying the mesh data from what I imported (a convex shape, but imported as concave) to a new convex shape resource?

@reduz
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reduz commented Jun 18, 2016

need to implement convex decomposition for triangle geometry, that will help a lot. Will be done for 3.0 though

@DimitriyPS
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Like everyone I am very much waiting for version 3.0 Godot. Most of all I hope to fix this bug (and then: #4831). And therefore I was most afraid that it is not fix. The request of the developers to comment on the situation.

@kingthrillgore
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Does this issue also affect the ability for custom meshes such as imported models from interacting with other imported meshes?

@ghost
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ghost commented May 5, 2017

That's exactly what the bug is. Imported collision meshes (ie: meshes that are not primitives) only collide with primitives, and not other custom imported collision meshes.

@reduz
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reduz commented Aug 4, 2017

duplicate

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