So bounce they sum them, and then either take 0 or 1(bounce can be negative on some objects)
Friction they take the min and then take abs(agian, friction can be negative, and in such a case that is the value you always take). Weird case, but am thinking how could I do this in rapier?
Maybe if I could override the combine function from CoefficientCombineRule, I could make it work.
Any updates on this? I would be willing to implement it if there was some guidance as to what is wanted for this (eg. a callback, more enum types for different friction/bounce actions? etc)
I have a use case where in Godot they use friction and bounce like so:
So bounce they sum them, and then either take 0 or 1(bounce can be negative on some objects) Friction they take the min and then take abs(agian, friction can be negative, and in such a case that is the value you always take). Weird case, but am thinking how could I do this in rapier? Maybe if I could override the combine function from CoefficientCombineRule, I could make it work.