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Negative collider sizes silently fail #681

@schrottkatze

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@schrottkatze

So, I was trying to apply a bunch of colliders based on a constructor (in blender coordinates) to bevy entities, and converted the sizes using some math someone else gave me, but I overlooked that that might cause negative collider sizes.

When you have a collider with a negative size, it just doesnt work, resulting in the later added dynamic rigidbody falling through the floor, and to me being in great confusion.

I only discovered this when I tried to switch to avian3d as a last resort, which has an assertion preventing this.

I propose that rapier add a similar assertion for negative-sized colliders in the constructor so people don't go down that debugging hell (i spent DAYS on this).

Thanks.

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