{"action":"opened","issue":{"url":"https://api.github.com/repos/rustsim/nphysics/issues/154","repository_url":"https://api.github.com/repos/rustsim/nphysics","labels_url":"https://api.github.com/repos/rustsim/nphysics/issues/154/labels{/name}","comments_url":"https://api.github.com/repos/rustsim/nphysics/issues/154/comments","events_url":"https://api.github.com/repos/rustsim/nphysics/issues/154/events","html_url":"https://github.com/rustsim/nphysics/issues/154","id":378028472,"node_id":"MDU6SXNzdWUzNzgwMjg0NzI=","number":154,"title":"Sleeping bodies aren't woken up when contacting collider is removed","user":{"login":"cs2dsb","id":1633999,"node_id":"MDQ6VXNlcjE2MzM5OTk=","avatar_url":"https://avatars0.githubusercontent.com/u/1633999?v=4","gravatar_id":"","url":"https://api.github.com/users/cs2dsb","html_url":"https://github.com/cs2dsb","followers_url":"https://api.github.com/users/cs2dsb/followers","following_url":"https://api.github.com/users/cs2dsb/following{/other_user}","gists_url":"https://api.github.com/users/cs2dsb/gists{/gist_id}","starred_url":"https://api.github.com/users/cs2dsb/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/cs2dsb/subscriptions","organizations_url":"https://api.github.com/users/cs2dsb/orgs","repos_url":"https://api.github.com/users/cs2dsb/repos","events_url":"https://api.github.com/users/cs2dsb/events{/privacy}","received_events_url":"https://api.github.com/users/cs2dsb/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":0,"created_at":"2018-11-06T20:52:59Z","updated_at":"2018-11-06T20:52:59Z","closed_at":null,"author_association":"NONE","body":"I've got a scene where some boxes land on top of a row of other boxes that get removed after a time.\r\n\r\nThe falling boxes land and go to sleep as expected but when the collider/body supporting them is removed they float there indefinitely. \r\n\r\nI've fixed it by tracking all contact pairs and calling activate_body on any bodies in contact with the collider I'm about to remove and that makes the supported boxes fall as expected.\r\n\r\nI was wondering if you'd consider this a bug or something the engine should take care of or, if not, is this a reasonable way to solve it or is there something better (maybe a way to query bodies in a radius around the collider to remove the need to track all contacts?).\r\n\r\nThanks very much :)"}}
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