NVIDIAGameWorks / PhysX

NVIDIA PhysX SDK

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[Joints] Broken joints, when removed/re-added to the scene come back unbroken

NBG-Juozas opened this issue · comments

I've noticed that ScConstraintSim.cpp
Sc::ConstraintSim::ConstraintSim(ConstraintCore& core, RigidCore* r0, RigidCore* r1, Scene& scene) :

sets the constraint flags to eBREAKABLE and eCHECK_MAX_FORCE_EXCEEDED, but eBROKEN does not get set, even if the "Core" class has that constraint flag raised.

If the eBROKEN flag is activated here, based on that core instance, then a lot of places trip asserts, since they expect the joint not to be broken.