Hi all,
During a collision this doesn't seem to always return the correct collision normal.
With a cube making contact on a flat plane I got:
0.000000 0.557960 0.829868
0.000000 -0.000003 1.000000
0.000000 -0.000003 1.000000
0.000001 0.000000 1.000000
-0.000001 0.000000 1.000000
0.000000 -0.000003 1.000000
0.000000 0.000006 1.000000
0.000003 0.000000 1.000000
0.000000 0.000000 1.000000
0.000000 0.557960 0.829868
0.000000 0.557959 0.829869
0.000000 0.557960 0.829868
0.000000 0.557960 0.829868
Surely the Y component is bouncing around too much?
In my collision callback I simply:
terrain_normal=_btManifoldPoint.m_normalWorldOnB;
Please tell me where I am going wrong or indeed my mis-understanding/mis-use of m_normalWorldOnB.
Thanks in advance
m_normalWorldonB
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Re: m_normalWorldonB
Bump. I'm having the same problem and the random variations in the normal are a serious problem for me. Can this be fixed?
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Re: m_normalWorldonB
Is this against a btStaticPlaneShape?
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- Posts: 31
- Joined: Sat Jul 23, 2011 4:24 pm
Re: m_normalWorldonB
For me it's a btBvhTriangleMeshShape.Erwin Coumans wrote:Is this against a btStaticPlaneShape?
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- Posts: 149
- Joined: Fri Jun 24, 2011 8:53 am
Re: m_normalWorldonB
By the way, I have tried BasicDemo with btStaticPlaneShape. Looks like restitution is much stronger than the default btBoxShape. I'd like to have a better understanding of what's happening. It is my current understanding that btStaticPlaneShape will avoid quantum effects completely being effectively an infinitely tick, infinitely wide brick but I wasn't expecting a so different result. Is it intended?Erwin Coumans wrote:Is this against a btStaticPlaneShape?