Comments (2)
Hello, alektron
The negative distance is considered a contact despite of it's magnitude. Like if you'd push this capsule inside a plane or a solid box. No matter how deep it would be, it'd be still a contact. So, it's not a bug, but still, thank you for the report.
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That does make sense.
However I'd argue that the generated contact is still caused by some bug, even if my guess at the cause wasn't correct.
The behaviour of the dynamic rigid body in the scene (the capsule) was very much unusable before my 'fix' due to these contacts.
With the capsule jumping around and eventually getting shot away when touching the inside of the 'chain' visible in the above image. Sometimes it even happens when just moving inside the 'chain' hole without touching anything.
As previously stated I encountered the bug with PhysX 4.1.
Since the code, that I assumed was the problem, is present in 4.1 AND 5.0 I figured it'd make more sense to post it here.
I will try to update my project to PhysX 5 and see if the problem still persists and if it does I can try to create a minimal example.
EDIT: It does indeed still happen with 5.2 (see attached PVD file, glad to see 5.X still supports it)
ContactGen.zip
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