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knot場景的球滾起來卡卡的,像在玩彈珠台 #37
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可以用很多空心義大利麵來組成knot嗎? |
取最近頂點的法向量會卡 物理引擎給的contactNormal 那就自行用contactPosition,求出三角形的重心座標,再用重心座標來插值Normal怎樣? |
但是用重心座標來插值Normal當gravityDir |
差異是不是很大? |
地本身不平怎辦? 移動時不要把trasform.up和地面法向量對齊 當從一塊四邊形移動到另一塊時 |
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原因是只取最近頂點的法向量(紫色)當作gravityDir

往邊邊移動時像撞到東西
其實是因為球如同在上坡
甜甜圈場景則是

先找出球Transform.podition到甜甜圈的最近點P,再用(P-Transform.podition)算出gravityDir(橘色)
滾起來相對流暢絲滑
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