I am writing a character controller and need to determine the correct normal of an object the controller is colliding with. However, mechkg said (in his "m_hitNormalWorld meaning" thread) and I also noticed it myself that the m_hitNormalLocal given by a LocalConvexResult in a callback isn't always correct.
But I need a way to get the correct normal for sliding along walls and similar character controller related stuff. Erwin mentioned a way to accomplish this:
I didn't really understand what he tried to explain, though. Can anyone help me?Erwin Coumans wrote:In case the convex sweep test runs into a triangle mesh, the triangle/part index (that determines the hit normal) could be exposed (need to look further into this).
Greetings
BrightBit