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PhysicsServer error with rigid BodySetSpace() GodotPhysics #46738
Comments
This also happens with GDScript
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This also occurs with any Note for junior job: godot/servers/physics_3d/body_3d_sw.cpp Lines 79 to 103 in 9b853d7
inertia_tensor is initialized to zero and inertias are added from valid shapes (this is correct), but in case there's no valid shape at all it should be set to a valid default inertia with inertia_tensor.set_diagonal(Vector3(1.0, 1.0, 1.0)); to avoid divisions by zero during the simulation.
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hlo Current master branch has some changes in the
as u can see |
@Bhu1-V Your sample code works for me on master, I'm able to reproduce the issue. It calls
The only difference is |
Fixes godotengine#46738 by setting the default inertia to a valid value when there are no valid shapes for a 3d body. Changed the comment style for the update_inertias method as well.
Fixes godotengine#46738 by setting the default inertia to a valid value when there are no valid shapes for a 3d body.
Fixes godotengine#46738 by setting the default inertia to a valid value when there are no valid shapes for a 3d body.
Godot version:
3.2.3 mono official stable.
OS/device including version:
Windows 10 64 bit
Issue description:
When setting the space of a rigid body from a PhysicsServer a stream of a repetitive error occurs with GodotPhysics enabled:
ERROR: The axis Vector3 must be normalized. At: core/math/basis.cpp:980
Steps to reproduce in:
Minimal reproduction project:
godotBug.zip
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