Comments (8)
yes
from libbulletjme.
I tested it, works fine
from libbulletjme.
Thanks for raising this issue. I'll investigate.
from libbulletjme.
thanks
from libbulletjme.
I propose to add 2 public methods to MeshCollisionShape
:
/**
* Count how many submeshes are in the mesh.
*
* @return the count (≥0)
*/
public int countSubmeshes() {
//...
}
/**
* Access the specified submesh.
*
* @param index the index of the desired submesh (in the order the submeshes
* were added, ≥0)
* @return the pre-existing instance (not null)
*/
public IndexedMesh getSubmesh(int index) {
//...
}
That should provide sufficient access to avoid any need for reflection in this use case.
And since GImpactCollisionShape
potentially has the same issue, I'll add similar methods there.
Sound good?
from libbulletjme.
I'll release a new version ASAP.
from libbulletjme.
thanks
from libbulletjme.
@CientistaVuador: Please test whether version 20.2.0 solves this issue for you.
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Related Issues (20)
- Tick listener HOT 4
- GImpact contact tests always fail HOT 1
- Using "compile" in build.gradle HOT 2
- Question about min/max size when creating physics space HOT 14
- Latest versions does not exist in maven HOT 7
- test whether a point is inside a `CollisionShape`
- Why there are no natives in Maven? HOT 2
- expose more SolverInfo properties HOT 1
- Mac M1 support HOT 12
- Strange behaviour when combining CollisionListeners with .addToIgnoreList HOT 4
- PhysicsCharacter.onGround() is unreliable HOT 7
- Double-precision support for non-rigid body physics objects HOT 10
- java.lang.NoClassDefFoundError: com/simsilica/mathd/Matrix3d HOT 4
- SIGSEGV crash in `btRaycastVehicle::updateFriction()` HOT 15
- PhysicsRigidBody lots of excess logging HOT 2
- Please revise your math classes to not be final. (Compatibility with other Math APIs) HOT 15
- where is CollisionShapeFactory? HOT 3
- how to push object? HOT 9
- [ Question ] - How does this library/engine handle spatial partitioning? HOT 6
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