Comments (10)
Ok, its related to the joint motor. Even if I don't set up motor, the motor is set to 0. However, in this case, rapier tries to stop the object.
The fix will be in case of motor being 0, to set the motor force as well to 0. If not, will set the motor force to Real::MAX for now.
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I removed the "addons" and "samples" folders to keep it small. (I had both Box2D and Rapier2D as addons in the demo project, both in the current Git version).
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Unfortunately, that doesn't work for me. Maybe I just got it wrong. I have done the following in the inspector for all RigidBody2Ds: entered a 1 under RigidBody2D > Mass Distribution > Inertia. Nothing else.
This causes the ragdoll to fly apart after it hits the ground. The individual limbs and the torso move away from each other and whirl around each other without settling down again.
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Free rotation with angle range? I am unsure what the ask is. You can disable angle range and then it should have free rotation, no?
Also, have you tried setting for angle range also a lower and upper range? Would that allow free rotation?
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I left out the angle limits to show what I mean.
In the first video (Godot Physics), the limbs can rotate freely. In the second (Rapier2D), they appear to be rusted in place.
2024-05-12.11-21-43.mp4
2024-05-12.11-20-08.mp4
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Interesting, can you upload the demo project you have in that video?
And/or lmk what options you enabled on the pinjoint or what flags(eg. disable collision between bodies, lock rotation, etc.)
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This is really strange, I don't think I noticed until now that the joints work like this. I have tried in the past working with joints and it seemed to have worked well.
I am pretty sure maybe something changed, because I have a softbody addon that uses this exact feature, and the rotation works there. Hm..
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Ok, after further investigation, it seems the inertia is wrong on shapes.
If I set inertia to custom and set inertia to 1, everything works(in rapier).
If I leave it to auto, it doesn't.
I am assuming it's related to my change where I divide everything by 100 to go from pixel to meters. And I don't divide inertia.
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So until this is fixed, as a workaround, you can set inertia to custom and set it to 1.
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Right, if you set custom inertia it also sets the custom center to 0,0.
However i saw it shapes are not centred to 0,0
If you center the shape and move the body, it should work.
I will have a fix though soon, as this is quite a basic functionality.
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Related Issues (20)
- Re-enable body_test_movement function
- intersect_ray with same start and end inside a rectangle causes crash
- Ghost collisions
- intersect_ray sometimes missing polygons in certain configurations
- Leaking of joint handle
- Shape scaling issue with parent
- Extra contact points reported
- Omit integration doesn't exclude all forces
- Joint scaling issue with parent HOT 1
- physics determinism fails when recreating the same scene HOT 3
- Performance slower than it used to be in c++ version HOT 1
- Documentation page would be cool to have, maybe using github pages
- Got some weird errors on RapierArea2D HOT 4
- CharacterBody and large CollisionPolygon cause low framerates/performance HOT 3
- CollisionPolygons still collide after freed HOT 1
- Collisions don't work HOT 5
- Area2D not detecting segment-built bodies HOT 3
- Examples on Fluid2d/Fluid3D setup? HOT 4
- One Way Collision shapes cause instability when multiple objects are stacked. HOT 1
- windows on arm64 support HOT 4
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