Hello, I found this weird issue with the following configuration:
I have a few balls bouncing around in a contained square (the container is made up of 4 planes) like so:
// BALL BODY CREATION
let collision_groups = {
BALL: Math.pow(2,0),
WALL: Math.pow(2,1)
}
let ball_body = new p2.Body({
mass: 1,
ccdSpeedThreshold: 0,
damping: 0,
angularDamping: 0,
type : p2.Body.DYNAMIC,
allowSleep: false
});
ball_body.addShape(new p2.Circle({
radius: 0.5,
collisionGroup: collision_groups.BALL,
collisionMask: collision_groups.WALL
}));
//#################
//#################
// WALL BODY CREATION
let wall_body = new p2.Body({
mass: 0,
position: [x,y],
angle: THREE.Math.degToRad(rotation) // I use this and the position to put the planes in a square-like shape
});
wall_body .addShape(new p2.Plane({
collisionGroup: collision_groups.WALL,
collisionMask: collision_groups.BALL
}));
//####################
//####################
// WORLD CREATION
let world = new p2.World({
gravity:[0, 0],
applyDamping : false,
applyGravity: false
});
world.setGlobalStiffness(1e18)
world.defaultContactMaterial.frictionStiffness = 1e18;
world.defaultContactMaterial.restitution = 1;
world.defaultContactMaterial.friction = 0;
I then fire a few balls that go very fast, and when the balls intersect each other, they get stuck between said balls. And the weird thing is that I set my collision masks explicitly to avoid having balls colliding with each other :/
They bounce around fine against the walls, so no problems there.
Then if I remove the line 'ccdSpeedThreshold: 0' to disable CCD, they work fine, and the balls don't get stuck anymore when they collide with each other. Am I missing something? I would upload a test case but unfortunately I have this integrated with a complex system running threejs for the visualization... but here is a screenshot with the balls stuck:
Hello, I found this weird issue with the following configuration:
I have a few balls bouncing around in a contained square (the container is made up of 4 planes) like so:
I then fire a few balls that go very fast, and when the balls intersect each other, they get stuck between said balls. And the weird thing is that I set my collision masks explicitly to avoid having balls colliding with each other :/ They bounce around fine against the walls, so no problems there. Then if I remove the line 'ccdSpeedThreshold: 0' to disable CCD, they work fine, and the balls don't get stuck anymore when they collide with each other. Am I missing something? I would upload a test case but unfortunately I have this integrated with a complex system running threejs for the visualization... but here is a screenshot with the balls stuck:![imagen](https://user-images.githubusercontent.com/13686389/91684222-309ef180-eb2d-11ea-93c8-c648fe7523ab.png)