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I've seen your achievement in friction sim.
I believe that the glm::vec3 tangent is already equal to fVel.
You just need to length it, no need to dot about.
Maybe I'm wrong...
I shouldn't pull the change since I haven't tested it.
But I think it will be okay if you use the fVel = glm::length(tangent) anyway.
The text was updated successfully, but these errors were encountered:
Why would they be equal? That may happen only if rVel is perpendicular to the collision normal (i.e. dot(rVel, manifold.Normal) is equal to 0), which is not always the case:
P.S. The logs in the image are from my engine which uses a similar impulse solver anyway.
Why would they be equal? That may happen only if rVel is perpendicular to the collision normal (i.e. dot(rVel, manifold.Normal) is equal to 0), which is not always the case:
According to the code.
It should be always equal.
I've seen your achievement in friction sim.
I believe that the
glm::vec3 tangent
is already equal tofVel
.You just need to length it, no need to dot about.
Maybe I'm wrong...
I shouldn't pull the change since I haven't tested it.
But I think it will be okay if you use the
fVel = glm::length(tangent)
anyway.The text was updated successfully, but these errors were encountered: