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jankrassnigg avatar jankrassnigg commented on May 12, 2024

Btw. the video plays for me in Edge, but not in Firefox.

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jrouwe avatar jrouwe commented on May 12, 2024
  1. Can you maybe create a repro of this in the samples and send it to me? It looks like a bug, but I don't immediately see what it could be.
  2. The contact listener gives you both bodies that are colliding. The velocities of those bodies have not been modified at the time of the callback, so you can get them to calculate the impulse. The actual impulse depends on constraint solving and hasn't been calculated at that point yet, so you'll need to do an estimate.
  3. The difference between contact point 1 & 2 is that they're on the surface of both bodies. In an ideal case there won't be a penetration so the points will be the same, but when there is penetration, they will be different.

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jankrassnigg avatar jankrassnigg commented on May 12, 2024
  1. I tried ... and then figured out that I still had a sensor in my scene that moved into the object and created the contact point. Sorry about that.
  2. Great idea. I don't need the real impulse, I only need something to make a guess about whether it's a light touch or a heavy impact, so that should work.
  3. Makes sense then. I guess I can only look at one of the arrays then. Maybe you want to add that as a comment to the code.

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jrouwe avatar jrouwe commented on May 12, 2024

I added some extra documentation.

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