The collision tree does not seem to work correctly?

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from the official Newton forums (user: Julio Jerez)


The collision tree does not seem to work correctly?

There are many reasons that can make the collision tree to work incorrectly, among them:

  1. Rigid bodies been too small, or moving at too high speed
  2. Faces been passed with the incorrect winding, collision tree does not support double-sided collision (but you can use two faces at the same location to achieve double-sidedness)
  3. Too many small faces
  4. Incorrect coordinate system
  5. Incorrect placement
  6. Corrupt or otherwise errorenous transformation matrix
  7. Collision geometry of colliding body been scale wrong, or offset relative to the body
  8. In some case engine using Euler angles but not using a standard pitch-yaw- roll convention
  9. Using an unit system too large or too small. Due to floating point precision range, it is best to use newton with International System of Units units with 1 unit calibrated to 1 meter, this is very common and used in most games.

All or these are difficult to determine by mere inspection, the first step on fixing the is to implement the global debug display using the iterators functions provided with the api.

By implementing the Debug Display the user will be able to see graphically what the physics engine is doing internally.


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