I am working on version 3.4 and trying to diagnose an issue in collisions being missed between static triangular meshes and dynamic objects. Here is the unit test I set up.
A static PxTrangleMesh constructed using a single triangle with planar points ([0,0, 0], [0, 0, 10], [10, 0, 10]). And then I drop a dynamic actor with a box type collision model from height. I expect the box to collide with this triangle and rest on it. But my observation is this.
If the verts are specified in counter clock wise direction, the box does collide and comes to rest at exactly the location I expect.
If I specify the verts in clock wise order, the box does not collide at all and passes right through this triangle.
My questions.
Should I then conclude that the default collision between static Triangular meshes and dynamic actors are one-sided with the triangle normals being determined by the order in which I specify the vetrs?
If answer to 1 is yes, how do I make the collision double sided so that the order in which I specify the verts does not matter?
Or is there some other obvious explanation which I have missed here or there could be bugs elsewhere in my code?
I am working on version 3.4 and trying to diagnose an issue in collisions being missed between static triangular meshes and dynamic objects. Here is the unit test I set up.
A static PxTrangleMesh constructed using a single triangle with planar points ([0,0, 0], [0, 0, 10], [10, 0, 10]). And then I drop a dynamic actor with a box type collision model from height. I expect the box to collide with this triangle and rest on it. But my observation is this.
My questions.
Or is there some other obvious explanation which I have missed here or there could be bugs elsewhere in my code?