Comments (1)
I am not sure if I really understand your question but all the bodies of the world in ReactPhysics3D are part of an AABB tree structure (similar to an octree). The first part of the collision detection is the broad-phase collision detection where we compute all the pair of bodies that need to be tested later during the narrow-phase collision detection. When we create a concave mesh (triangle mesh or heightfield) an internal AABB tree is generated for that only to store all the triangles in a AABB node. In ReactPhysics3D, there is no internal AABB tree for a convex mesh.
Can I please ask you next time to ask this kind of questions in the discussions section instead of opening an issue?
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Related Issues (20)
- RigidBody::raycast gives incorrect result in raycastInfo for body with multiple colliders + solution HOT 1
- Objects going though each other HOT 1
- Set Collider Transform assumes that mBody is a RigidBody HOT 2
- How to get axis angles? HOT 4
- CollisionDetectionSystem::createContacts() assert crash HOT 2
- Transform::getOpenGLMatrix not including rotation HOT 2
- void PhysicsWorld::createIslands() dirty contactPairIndex crash HOT 4
- Will it work for Android? HOT 2
- testbed build error with glDisableVertexAttribArray HOT 1
- Build failing - Missing include in configuration.h HOT 3
- Assertion failed in OverlappingPairs, version release 0.10.0 HOT 5
- Destroying an empty physics world leads to assertion failure (after upgrading to 0.10.0) HOT 2
- 0.10.0 - Raycasting gives incorrect results for HeightFieldShape when scaling factor is applied HOT 2
- Child somewhat-static collision shape HOT 1
- Ticking different objects at different rates HOT 1
- v0.10.0: Assertion Failed in NarrowPhaseInfoBatch::addContactPoint() HOT 2
- Why is the collision not happening how I think it should? HOT 3
- 0.10.0 - createConvexMeshShape example provided in manual doesn't work HOT 4
- find mistake in code HOT 2
- Rigid bodies without colliders escape from joint with a rigid body with collider. HOT 2
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