You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
I'm currently having issues that dynamic rigidbodies have an unstable collision resolve if pushed into corner/edges with a force/impulse.
(they start to violently jitter as if the depenetration attempt cannot bring the object to rest.)
The jittering always happens if apply a force (via addForce() ) to the dynamic rigidbody towards the static geometry. (and during the phase of depenetration until the body comes to rest. )
I know that this artifact/behaviour can occur if a rigidbody gets sandwiched between too object which run almost in pararell to each other. It's just weird that the collision resolve is so unstable between 2 walls which are at an angle of 90 degrees to each other.
Another thing that i also noticed is that the rigidbody can often clip into the ground at even moderate velocity (note that i don't even apply constant force here. I simply applied an impulse once, let it slide on the ground and it still clipped through.) https://www.youtube.com/watch?v=qsiKbVPPLNM
My question is if this is standard behavior? (I assume not?) If so what could be the root cause of this / what should i look out for?
A couple of infos to the demo shown in the video:
simulation tickrate is 100 fps
Mass of the rigidbody is 1000
gravity at 9.81
Dimensions of the cube are around 1.7x4.5x1.35
the static geometry is a triangle mesh
no CCD is used (enabling CCD didn't seem to fix it.)
tried to increase solver iterations with setSolverIterationCounts without any success.
havent touched any offsets/thresholds (as far as i know) so everything should be set to the default values.
Any kind of advice / direction is appreciated.
/Edit: Solved.
For anyone who stumbles upon this in the future: It was caused by the scenes contactModifyCallback: (was leftover debug/testing code on my part) sceneDesc.contactModifyCallback = mContactModificationCallback;
(the implementation of said callback was empty.)
Removing this callback fixed it.
reacted with thumbs up emoji reacted with thumbs down emoji reacted with laugh emoji reacted with hooray emoji reacted with confused emoji reacted with heart emoji reacted with rocket emoji reacted with eyes emoji
-
I'm currently having issues that dynamic rigidbodies have an unstable collision resolve if pushed into corner/edges with a force/impulse.
(they start to violently jitter as if the depenetration attempt cannot bring the object to rest.)
Here are 2 videos to illustrate this issue.
https://www.youtube.com/watch?v=I1uXzwJBoIg
https://www.youtube.com/watch?v=CGZjR8uxIvY
The jittering always happens if apply a force (via addForce() ) to the dynamic rigidbody towards the static geometry. (and during the phase of depenetration until the body comes to rest. )
I know that this artifact/behaviour can occur if a rigidbody gets sandwiched between too object which run almost in pararell to each other. It's just weird that the collision resolve is so unstable between 2 walls which are at an angle of 90 degrees to each other.
Another thing that i also noticed is that the rigidbody can often clip into the ground at even moderate velocity (note that i don't even apply constant force here. I simply applied an impulse once, let it slide on the ground and it still clipped through.)
https://www.youtube.com/watch?v=qsiKbVPPLNM
My question is if this is standard behavior? (I assume not?) If so what could be the root cause of this / what should i look out for?
A couple of infos to the demo shown in the video:
Any kind of advice / direction is appreciated.
/Edit: Solved.
For anyone who stumbles upon this in the future: It was caused by the scenes contactModifyCallback: (was leftover debug/testing code on my part)
sceneDesc.contactModifyCallback = mContactModificationCallback;
(the implementation of said callback was empty.)
Removing this callback fixed it.
Beta Was this translation helpful? Give feedback.
All reactions