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Trying to get the force of an impact in a low altitude racing game. I wish to make my collision detection more robust. RIght now I get the same magnitude returned regaurdless of the colliding objects attack angle. I am using:
It detecects collision and things blow up well. However when a collision is very shallow in angle it is still detected as big collision, not as sliding down the wall. I recieve the same relativeVelocity.magnitude for hitting a wall head on as for glancing it with at a very light attack angle. How should someone calculate collision magnitude adjusted for the angle of the incoming force. EDIT: this is working, thanks to efge's answer:
it might be better to calculate baced on traveling direction (forces) than player rotation, but this feels good.
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You could compare the ContactPoint.normal with the driving direction (or the velocity vector of the rigidbody). Edit: In the function OnCollisionEnter you could use Collision.relativeVelocity and ContactPoint.normal. Thank you, this makes sense, I will post the code here after I get it working.
Mar 21 '11 at 11:20 AM
Mofy
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