Here is the link to the Playground that demonstrates my issue: Babylon.js Playground
I have never used physics engines before and I am now trying Havok with a sofa model I found online. When I load my glb without setting a PhysicsAggregate to the root of the glb itself, I have no problems with positioning/rotations/etc.:
Thank you, @Cedric!
Actually, how could I set a single parent to the three sofa components and get a PhysicsAggregate that is the sum of all three sofa components? Is it possible?
To simplify things, I have merged all the meshes into a single mesh. Now I was wondering: would it make sense to use Havok as a system to handle collisions while dragging meshes? I was thinking that during the drag of one of the two sofas I have put into the scene, it might be possible to check for collisions between their two bodies, but I wouldn’t know where to start. Can I ask for your help? Here is the playground: https://playground.babylonjs.com/#WHBL0X#3
I have tried playing with it a bit more, here is the updated playground: https://playground.babylonjs.com/#WHBL0X#6 I was wondering how I could handle the matter of mass, I would like that when the two cushions collide, the dragged cushion completely stops. How could this be achieved?