Physics Debugging -> CollisionShape size

Hi, I don’t know what I’m facing there, but when I turn on the physics debugging
[java]
bulletAppState.setDebugEnabled(true);[/java]
the CollisionShapes are just far too big, even though the geometrys act and react the right way.
I can not really explain better, so here is a video:

I can also not hand in a test-case, because there everything looks fine :slight_smile:
It’s not a huge problem and I’m still trying to figure out the reason for this, but I don’t get how the debug shapes are really oversized and the collisionShapes themselves work fine. So I don’t mind if you just say “well, something wrong with your code”, but do you have any lax ideas?
Thank you.

What kind of objects are those? What version of the engine do you use? Could you post a test case?

If you imported your models, make sure you applied the location, rotation and scale.

Thanks for answering.

<cite>@normen said:</cite> What kind of objects are those? What version of the engine do you use? Could you post a test case?
Simple Geometrys such as toruses, spheres and boxes. SDK Engine Version: 3.0.0.10632 I can not really give you a test-case, because the one I made displayed the debug shapes the right way. And I can also not post the code I'd have to post 3 or 4 classes with hundreds of lines of code. The RigidBodyControl is created this way: [java] rgc = new RigidBodyControl(CollisionShapeFactory.createDynamicMeshShape(spatial), b3dso.getPhysicsProperties().getMass()); [/java]
<cite>@Pixelapp said:</cite> If you imported your models, make sure you applied the location, rotation and scale.
I just use the basic Shapes.

I don’t ask for THE solution because I know my explanations are just too vague but I can not explain it better really.
I was just curious if anyone has an idea how the debug shapes can be too large while the actual objects behave fine.

Anyway thank you both.

@benkibitzer said: Thanks for answering.

Simple Geometrys such as toruses, spheres and boxes.
SDK Engine Version: 3.0.0.10632
I can not really give you a test-case, because the one I made displayed the debug shapes the right way. And I can also not post the code I’d have to post 3 or 4 classes with hundreds of lines of code.
The RigidBodyControl is created this way:
[java]
rgc = new RigidBodyControl(CollisionShapeFactory.createDynamicMeshShape(spatial), b3dso.getPhysicsProperties().getMass());
[/java]

I just use the basic Shapes.

I don’t ask for THE solution because I know my explanations are just too vague but I can not explain it better really.
I was just curious if anyone has an idea how the debug shapes can be too large while the actual objects behave fine.

Anyway thank you both.

Well if the test case works, find out what you do differently in your game.

<cite>@normen said:</cite> Well if the test case works, find out what you do differently in your game.
Yup, that's what I'm currently doing :) (at least trying)

Did you scale the geometries or their parent node AFTER adding the RigidBodyControl?

<cite>@arpagaus said:</cite> Did you scale the geometries or their parent node AFTER adding the RigidBodyControl?

I checked that, but if I scaled them, they would be scaled and fit to the Debug shape :slight_smile:
Also the actual RigidBodyControl is NOT scaled, it fits the geometrys. Just the Debug shape.
I made sure they where scaled before adding the control.

I’m out of ideas (and more than a little frustrated), but thank you all for taking your time.
I shouldn’t make such a big thing out of it since the actual physics simulation works fine.

I don’t know, I suspect you do something essentially wrong.

I guess that’s the case :smiley:
I just don’t have an idea how I could screw up the Debug Shape only :slight_smile:

Thats why I say “essentially”.