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	<title>Real-Time Physics Simulation Forum</title>
	
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	<updated>2014-09-29T16:25:55+00:00</updated>

	<author><name><![CDATA[Real-Time Physics Simulation Forum]]></name></author>
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		<entry>
		<author><name><![CDATA[apapaxionga]]></name></author>
		<updated>2014-09-29T16:25:55+00:00</updated>

		<published>2014-09-29T16:25:55+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=34080#p34080</id>
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		<title type="html"><![CDATA[Simple Collision Detection Problem]]></title>

		
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when a triangle mesh (deformable body) collided with a static sphere,  I can get the contact triangle and contact point and normal which lies inside the triangle. Then, how to bounce the triangle off the static sphere surface? <br>The simplest solution is  moving all the vertices along the contact normal. But I think this method is a not accurate. When the contact point is near one node of the triangle, this node should bounce much more than the other two node in deformable body simulation. What is the correct way to solve this kind of collision? How to measure how far each collided triangle node should move?<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=10909">apapaxionga</a> — Mon Sep 29, 2014 4:25 pm</p><hr />
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