Update: I discovered it is actually the pivot point. I’m not exactly sure why it’s doing this, though.
Initially I believed this was a collision filtering issue, but I just figured out what was causing this. I believe the rotation quaternions are causing the gravity vector to apply to the cylinders at an angle. Is there a way to prevent this from happening? I have to be able to update the rotation quaternions multiple times after the physics impostor is created. Any help or suggestions are greatly appreciated.
Link to example playground Playground
cc @Cedric our Physix Guru
There is something weird with the pivot.
Can you try to use
cylinder3.physicsImpostor.setDeltaPosition(new BABYLON.Vector3(0,-0.05,0)); instead of doing a call to
Hi! I attempted that in my full project, it just exploded in a different way. Is there a way to get maybe a vector of the angles of rotation axis from the rotation quaternions? I was trying to find something in the documentation to do that so I can manually position the cylinder. Also, thanks for the help!
Do you mean getting Euler angles from a quaternion?