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  Balls stik in a wall or just fly throw  (Read 1680 times)
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Offline clemix

Junior Newbie





« Posted 2006-12-10 15:50:04 »

Hi,
I wrote this little Joode test but it looks litle bit strange!!!
The balls stick in the right wall Huh If I make the wall of 1f width than some balls just fly throw and other stik in . The right wall works perfekt for me!
What did I wrong Huh
or didn't I ?

I'm using the SVN source from Joode and Xith.
thx for every kind of Help!!

TestJoode.java is the Physik Class
XithVisibleJoodeTest.java Makes a 800x600 Canvas and display the balls and walls in it

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« Reply #1 - Posted 2006-12-11 14:42:07 »

Looks like the plane-normal is pointing in the wrong direction?

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Offline clemix

Junior Newbie





« Reply #2 - Posted 2006-12-11 15:19:00 »

That was what im thinking too. but i did a 180° rotation to the right wall but the same Result accurs.

Now i tried it with Boxes and Capsules (dont know the right plural) and the result looks very greate!

Only the Spheres stik in the wall?. Cry
They stik also in other geoms hmm....

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Offline clemix

Junior Newbie





« Reply #3 - Posted 2006-12-11 18:12:27 »

Also funny is if i take a Capsule with length =0 it works too  Roll Eyes
Offline Amos Wenger

Senior Member




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« Reply #4 - Posted 2006-12-12 17:21:44 »

so it seems there's a problem with sphere collision detection ? it's strange, cause it seems to me it's the easiest to do... Well, until t_larkworthy come by again you can always use Capsules with 0 length, as you said.

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Offline neveragain

Junior Newbie





« Reply #5 - Posted 2007-01-11 18:02:21 »

Well, actually, it is because this collider only *tells* you the depth of collision, you have to take the info and move the sphere out of the object it collided with in your collision manager.

try this:
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Vector3 norm = new Vector3(cj.contact.normal);
norm.scale(cj.contact.depth);

cj.contact.g1.pos.add(norm.m[0], norm.m[1], norm.m[2]);


before the call to cj.attach(cj.contact.g1.body, cj.contact.g2.body);

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Offline t_larkworthy

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« Reply #6 - Posted 2007-04-03 16:09:56 »

I have managed to replicate this bug in 2D. Smaller stepsizes, or bigger geometries is the lame work around :/

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