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lets say you have a physijs cube made out of 6 physijs planes and a physijs sphere inside the cube. if you shake the cube, every time the sphere hits the inside face of the cube, a collision callback happens, but only if the sphere doesnt touch the cube again between collisions. so if the sphere rolls into a corner, no collision callback happens, as it never lost contact with the surface it was rolling on.
this could be fixed if the collision callback reset were dependent on a physijs child as opposed to the physijs object itself
The text was updated successfully, but these errors were encountered:
I don't think there is a way to determine which child a collision is with, just the parent shape. That said it is possible to report if there are more contacts than there were in the previous frame which would indicate a new collision - especially when dealing with a sphere. I'll play around with the collision reporting and find a good solution for this.
lets say you have a physijs cube made out of 6 physijs planes and a physijs sphere inside the cube. if you shake the cube, every time the sphere hits the inside face of the cube, a collision callback happens, but only if the sphere doesnt touch the cube again between collisions. so if the sphere rolls into a corner, no collision callback happens, as it never lost contact with the surface it was rolling on.
this could be fixed if the collision callback reset were dependent on a physijs child as opposed to the physijs object itself
The text was updated successfully, but these errors were encountered: