Interpreting ContactNormalB value returned by getContactPoints #3800
shivanimall
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Hi @erwincoumans following up on this, in case my question is unclear, please let me know. |
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thanks for the response @erwincoumans hoping to see simulation cases that I am not capturing in my examples so that I calibrate my use case. thanks again. |
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I tried multiple objects to simulate collision, and also created angular and linear velocities along all axes using resetBaseVelocity. However, when I try to get the contact collision forces, the third value(Z direction) is only populated(with -1) in the vector returned by
ContactNormalB
as following: (-0, -0, -1) fromgetContactPoints
. For the first 2 values, I am always getting 0.I could see frictional forces along X/Y directions. But, how should I interpret the value of
ContactNormalB
? From my understanding if an object falls at an angle, there should be some force values along all axes(X, Y, Z). So are there no contact normal forces along X/Y directions? which seems incorrect.Please let me know if my question is unclear. Thanks
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