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Currently, only NVIDIA PhysX is supported.
The PhysX engine is loaded as a WebAssembly module via physx-js-webidl.
PhysX does not support triangle meshes as collision shapes for dynamic (non-kinematic) actors and triggers. When building a dynamic actor or trigger that references a mesh collider without the convexHull flag, the mesh is cooked as a convex hull anyway.
PhysX does not have native types for every shape defined in the glTF spec. The following shapes are approximated:
KHR_physics_rigid_bodies allows arbitrary per-axis combinations of linear and angular limits and drives. PhysX only exposes D6 joints with a fixed twist/swing constraint model. The implementation resolves this mismatch by:
This simplification is a best-effort approximation. Complex joint definitions might result in unexpected behavior such as shaking, jittering and instability.
The filter system uses a 32-bit bitmask internally. A maximum of 31 user-defined collision filters are supported per scene. If a glTF asset defines more than 31 collision filters, filters beyond the limit are ignored and a warning is emitted.
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