sam.sun
1
Why didn’t this torus fall down due to gravity? Is there any way to do this?
*const c1Mesh = BABYLON.MeshBuilder.CreateTorus("torus1", { diameter: 0.9, thickness: 0.05, tessellation: 48 }, scene);*
* const c2Mesh = BABYLON.MeshBuilder.CreateTorus("torus2", { diameter: 0.8, thickness: 0.05, tessellation: 48 }, scene);*
* await BABYLON.InitializeCSG2Async();*
* const c1CSG = BABYLON.CSG2.FromMesh(c1Mesh);*
* const c2CSG = BABYLON.CSG2.FromMesh(c2Mesh);*
* const c1 = c1CSG.subtract(c2CSG).toMesh("newCirc");*
* c1.position.set(circlePosX, circlePosY, circlePosZ);*
* c1Mesh.dispose();*
* c2Mesh.dispose();*
At first , I only used torus, but Torus seems not hollow, then I used the substract operation, but it doesn’t seem hollow yet.
go to playground
labris
2
Do you use Physics engine and which one?
sam.sun
4
Yes,it’s Havok, @babylonjs/havok, when i remove the green clyinder,the Ring can fall down
sam.sun
6
Sorry ,what dou you mean by PG? I have used a PhysicsEngine
const circleAggregate = new BABYLON.PhysicsAggregate(c1, BABYLON.PhysicsShapeType.CYLINDER, {
mass: 0.05, restitution: 0.1, startAsleep: true,
friction: 1
}, scene);
riven04
8
PG is Playground, so you can recreate a minimal reproduction of your issue on it: https://playground.babylonjs.com/ when you’re finished, save it:
and then copy the URL of the saved PG here:
This helps other clearly see what the problem might be.
2 Likes
sam.sun
9
Hi Dears,I have created a playground demo,Thank you!
test a ring fall down
1 Like
labris
10
Instead of using PhysicsShapeType.CYLINDER
use BABYLON.PhysicsShapeType.MESH
for the ring.
Example - https://playground.babylonjs.com/#SFMBG6#16
3 Likes
roland
11
For debugging, just turn this switch on, and it immediately becomes obvious why the ring isn’t falling down.
Your PG:
PG by @labris:
3 Likes