Opening examples/babylon-lite with MarblesForever (KHR_physics_rigid_bodies) logs:
[glTF Physics] Failed to set up physics: Error: Cannot create physics mesh shape without vertex positions.
at addNodeMeshes (@babylonjs/lite/es2022/lite.bundle.mjs)
The model still renders, but no rigid bodies are created, so the simulation never runs.
Repro: https://cx20.github.io/gltf-test/examples/babylon-lite/index.html?category=tutorialModels&model=MarblesForever&scale=2&type=glTF
Reproduces on both Babylon Lite 1.10.0 and 2.0.0, so it is not tied to the (erroneous) 2.0.0 release that was rolled back in #972.
The viewer builds Havok bodies by hand in setupGltfPhysics() (Lite has no glTF physics loader), and createPhysicsShape({ type: MESH, mesh, includeChildMeshes: true }) is rejecting the accumulated mesh — Lite cannot find vertex positions on it. Needs a look at where Lite keeps mesh positions (_cpuPositions?) versus what its MeshAccumulator reads.
Not a regression from any recent gltf-test change — it reproduces without them.
Opening
examples/babylon-litewithMarblesForever(KHR_physics_rigid_bodies) logs:The model still renders, but no rigid bodies are created, so the simulation never runs.
Repro: https://cx20.github.io/gltf-test/examples/babylon-lite/index.html?category=tutorialModels&model=MarblesForever&scale=2&type=glTF
Reproduces on both Babylon Lite 1.10.0 and 2.0.0, so it is not tied to the (erroneous) 2.0.0 release that was rolled back in #972.
The viewer builds Havok bodies by hand in
setupGltfPhysics()(Lite has no glTF physics loader), andcreatePhysicsShape({ type: MESH, mesh, includeChildMeshes: true })is rejecting the accumulated mesh — Lite cannot find vertex positions on it. Needs a look at where Lite keeps mesh positions (_cpuPositions?) versus what itsMeshAccumulatorreads.Not a regression from any recent gltf-test change — it reproduces without them.