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contact 0 at 0.000000 -8.998047 0.000000, normal -0.000000 1.000000 -0.000000
param 0.610000
contact 0 at 0.000000 -5.948047 0.000000, normal -0.000000 -1.000000 -0.000000
param 0.610000
// compound collision
contact 0 at 0.000000 -9.001953 0.000000, normal -0.000000 -1.000000 -0.000000
param 0.610000
The differences you see in position are the float error that creeps in when calculation is//with simple box
contact 0 at 0.000000 -8.998047 0.000000, normal -0.000000 1.000000 -0.000000
param 0.610000
the normal also point in different direction but this is because in one case the contact goes from ellipse to Box, and in the other goes from Box to ellipse.
// using the Box
contact 0 at 0.000000 -8.998047 0.000000, normal -0.000000 1.000000 -0.000000
// using the compound
contact 0 at 0.000000 -9.001953 0.000000, normal -0.000000 -1.000000 -0.000000
fractile wrote:2. The m_normalOnHitPoint -field mostly behaves as expected and I'm currently using this to detect player's ground contact. However, when the player walks over a box edge, this too momentarily returns normals pointing down, even though the contact point seems to be on top of the box. I'm assuming this too is caused by different contact directions.
Julio Jerez wrote:are you saying that the normals flips even if the player is walking on the same shape?
for example whne the player is over box face, the normal point away from the face, but when it hit the edge of teh same bot the normal point into the face?
That should not happens and it will be a very catatrofic bug if it did.
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