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Negative scaling is broken when using Jolt Physics #103408
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Suggested fix here There may be other places to reduce calculation repetition, best to get an expert to review before any merge |
So, for whatever reason, a However, negative scaling is seemingly supported by Godot Physics (at least for convex So the much more basic MRP here is to just create a While godot/modules/jolt_physics/misc/jolt_type_conversions.h Lines 136 to 145 in 15ff450
I suspect we'll run into trouble there as well. (Also, just as an aside, you shouldn't be using a |
I put up an alternative fix in #103440, which essentially just brings back the code that seems to have worked well enough in the extension. |
Tested versions
v4.4.rc2.mono.official [01545c9]
This error appeared after upgrading to 4.4rc2 from 4.3. I was previously using the jolt physics add on.
This error goes away if i switch to the godot physics engine instead. It reappears if using jolt.
System information
Godot v4.4.rc2.mono - Windows 10 (build 19045) - Multi-window, 2 monitors - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 (NVIDIA; 32.0.15.6603) - AMD Ryzen 7 3700X 8-Core Processor (16 threads)
Issue description
With Jolt Physics enabled, when adding a static body as a child of a VehicleWheel3D I get a flood of quaternion errors:
I can get rid of the errors if I move the StaticBody3D outside of the VehicleWheel3D. I do expect it to work as before. I prefer adding a staticBody3D as a child of VehicleWheel3D for organizations sake.
Steps to reproduce
Including project as well. Open the project and run.
Thank you.
Minimal reproduction project (MRP)
mrpWheelStaticBodyChild.zip
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