I have a situation where due to a user action a physics object can suddenly change shape - imagine some balls floating around in a space and clicking one should make it suddenly double in radius.
However there’s a fairly large chance that aftwerwards the new shape could overlap other shapes in the same space. When this happens the shapes seem to bind together and get stuck within each other - the objects are restricted via a 6DoFConstraint to movement only in the x and y planes if that makes any difference. I am sure when this has previously happened in physics engines i’ve worked with, the engine has worked to incremently push the objects apart (sort of tunnelling them out of each other if that makes sense)…
An obvious answer to the problem is delaying the rebuild until there is sufficient space for the object to change it’s shape, but that will be a pain to code as they aren’t regular shapes (of course!) Just wondering if I am missing something obvious.