Comment 7 for bug 850864

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Bruno Chareyre (bruno-chareyre) wrote :

Thanks Klaus,
I think the reason for this behaviour is relatively clear: if the contact is exactly on an edge, numerical noise will decide if there is a contact with one or two facets, and it can change randomly during the impact, hence giving unexpectedly high bouncing.

The problem is it is not an easy thing to fix in the current facet implementation. The only way I can see is to implement chained facets like there are chained cylinders, defining the connectivity of facets with the possibility to track interactions moving from one facet to the other. We can change the priority of the bug but more important is the manpower for such implementation. Any volunteer?