collision issue with mesh
Posted: Mon Aug 21, 2017 12:53 pm
Another odd little issue, I can frig a solution by clamping to the height of the model off the floor, and testing to allow gravity to occur, but wonder if there's an inbuilt solution i am missing.
My environment is a btTriangleMesh and I have a btCylinderShape moving around using linearvelocity, though allowing y velocity to be dictated by the step system, so I can have gravity do its thing, and also allow friciton to stop when I don't provide velocity.
It works well enough but I am noticing a small dip and bounce as my model moves over from one collision Mesh Polygon to another, very rarely also being stuck. I assume gravity is allowing it to drop between the gap, then restoring it back up, creating the bounce.
Whats the best way to stop this?
My environment is a btTriangleMesh and I have a btCylinderShape moving around using linearvelocity, though allowing y velocity to be dictated by the step system, so I can have gravity do its thing, and also allow friciton to stop when I don't provide velocity.
It works well enough but I am noticing a small dip and bounce as my model moves over from one collision Mesh Polygon to another, very rarely also being stuck. I assume gravity is allowing it to drop between the gap, then restoring it back up, creating the bounce.
Whats the best way to stop this?