Comments (4)
Btw. the video plays for me in Edge, but not in Firefox.
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- 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.
- 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.
- 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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- 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.
- 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.
- 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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I added some extra documentation.
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Related Issues (20)
- [Feature Request] Compute gyroscopic forces HOT 5
- Speculative contact distance affects sensors HOT 1
- Core.h wasn't updated to reflect on the new version HOT 1
- Jolt Complilation Fails on Manjaro Linux HOT 2
- Incorrect moment of inertia for capsule HOT 4
- Soft bodies assert when colliding with ragdolls HOT 4
- Should BodyInterface::MoveKinematic check for SucceededAndIsInBroadPhase ? HOT 2
- Weird angular impulse behaviour (rotational inertia)
- The simulation runs too fast HOT 2
- Build fails using default CMakeLists HOT 4
- Soft bodies elicit a collision response from sensors HOT 1
- Collision with degenerate line triangle HOT 1
- The VirtualCharacter doesn't find the ground contacts when mMaxSlopeAngle is above 60 degrees HOT 4
- Soft bodies don't seem to work with scaled compound shapes HOT 1
- Is this Lib compatible with the Apple Chips M1 and M2?
- GCC 11 output may be truncated copying 15 bytes from a string of length 63 HOT 1
- ā%dā directive output may be truncated writing between 1 and 11 bytes into a region of size 9 HOT 2
- Limiting render rate to simulation frequency (#873) Causes simulation to jitter in the sample app. HOT 2
- `ContactConstraintManager` asserts when constrained body has limited DOFs HOT 11
- `GetBodyCreationSettings()` stores NaNs when using limited DOFs HOT 1
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