Skip to content

Meshes can be easily "pierced though" #371

@kkkmail

Description

@kkkmail
  1. Create a flat static mesh.
  2. Start shooting objects at it with increasing speed.
  3. Observe that after some threshold the objects experience "quantum tunneling effect" and go through the mesh. This heavily depends at least on on velocityIterationCount, substepCount, and frequency.
  4. The lower is the frequency in SpringSettings, the smaller velocity is needed for that effect to be observable. Solid static bodies (e.g. boxes, spheres, etc.) don't exhibit this effect. Even when the colliding bodies managed to get inside, then they eventually get pushed out.
  5. While this is kind of cool in some cases (e.g. you can "model" a frame dragging and that is effect when a rotating black hole drags the spacetime around it).

Proposed solution 1: A mesh (or an object hitting the mesh) should keep track on which side of the mesh it is approaching, so that to push the object out when it pierces the mesh.

Proposed solution 2: Allow specifying mesh as a semi-infinite body. In this case one side of the mesh will be a free space and the other side of the mesh will contain the solid body thus always pushing the objects out of that region. This is likely much simpler to implement than the first variant.

Metadata

Metadata

Assignees

No one assigned

    Labels

    No labels
    No labels

    Type

    No type

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions