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Invalid mass error when using a ConcavePolygonShape3D
as the collision for a Area3D
in Jolt Physics
#101917
Comments
CC @mihe |
I honestly can't remember if this was a deliberate deviation on my part (and I just forgot about it) or if I just assumed that this didn't work in Godot Physics either, given the warning in the documentation of
As hinted at there you can end up with some strange results with this setup, as you'll only ever register overlaps if the other shape happens to intersect with one of the triangles, and only if it's a "shallow" enough intersection to not be a backface hit. I'm sure there are probably other odd artefacts with this setup as well. What you might want instead is (as mentioned above) to use either a single or multiple Either way, using any concave shape won't work with how I've implemented |
Oh right, concave shapes are a common limitation in physics engines but the error message got me confused. It could be changed to clarify that the shape type is not supported. |
Yes, definitely. The current error was not intentional. I'll see about adding something more useful instead, if only just as a hold-over. |
It seems I need to correct myself here. When taking a closer look at using With that said, the thing about overlaps being janky still applies. You still ideally shouldn't use a You'll also be met with a lot of errors (in |
Tested versions
System information
Windows 11 (build 22621) - Vulkan (Forward+)
Issue description
Jolt Physics gives an error when I use a
ConcavePolygonShape3D
generated from a mesh as the collision shape for anArea3D
.The error doesn't make much sense since mass is not relevant for
Area3D
and it doesn't happen when using the shape with static or rigidbody nodes.Steps to reproduce
Minimal reproduction project (MRP)
jolt-error.zip
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