How to get SceneKit objects to not bounce at all









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I'm trying to make a part of my app which simulates dropping a set of books (the grey rectangles) one on top of another, on a table. Attached is a video.



enter image description here



However, unlike books in real life, these books bounce slightly after each one is dropped, to the point the pile of books falls over!



I've set the restitution to zero on each book's physicsBody, but this still happens:



private func buildBookNode(at position: SCNVector3, rotation: Measurement<UnitAngle> = Measurement(value: 0, unit: .radians)) -> SCNNode 
let book = SCNBox(width: 0.4, height: 0.1, length: 0.3, chamferRadius: 0)
let bookNode = SCNNode(geometry: book)
bookNode.physicsBody = SCNPhysicsBody(type: .dynamic, shape: nil)
bookNode.physicsBody?.isAffectedByGravity = true
bookNode.physicsBody?.friction = 2.0
bookNode.physicsBody?.mass = 0.3
bookNode.physicsBody?.restitution = 0.0
bookNode.position = position
bookNode.rotation = SCNVector4(0.0, 1.0, 0.0, rotation.converted(to: .radians).value)
return bookNode



What properties to I need to set to prevent the books bouncing on top of each other?










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    down vote

    favorite












    I'm trying to make a part of my app which simulates dropping a set of books (the grey rectangles) one on top of another, on a table. Attached is a video.



    enter image description here



    However, unlike books in real life, these books bounce slightly after each one is dropped, to the point the pile of books falls over!



    I've set the restitution to zero on each book's physicsBody, but this still happens:



    private func buildBookNode(at position: SCNVector3, rotation: Measurement<UnitAngle> = Measurement(value: 0, unit: .radians)) -> SCNNode 
    let book = SCNBox(width: 0.4, height: 0.1, length: 0.3, chamferRadius: 0)
    let bookNode = SCNNode(geometry: book)
    bookNode.physicsBody = SCNPhysicsBody(type: .dynamic, shape: nil)
    bookNode.physicsBody?.isAffectedByGravity = true
    bookNode.physicsBody?.friction = 2.0
    bookNode.physicsBody?.mass = 0.3
    bookNode.physicsBody?.restitution = 0.0
    bookNode.position = position
    bookNode.rotation = SCNVector4(0.0, 1.0, 0.0, rotation.converted(to: .radians).value)
    return bookNode



    What properties to I need to set to prevent the books bouncing on top of each other?










    share|improve this question























      up vote
      0
      down vote

      favorite









      up vote
      0
      down vote

      favorite











      I'm trying to make a part of my app which simulates dropping a set of books (the grey rectangles) one on top of another, on a table. Attached is a video.



      enter image description here



      However, unlike books in real life, these books bounce slightly after each one is dropped, to the point the pile of books falls over!



      I've set the restitution to zero on each book's physicsBody, but this still happens:



      private func buildBookNode(at position: SCNVector3, rotation: Measurement<UnitAngle> = Measurement(value: 0, unit: .radians)) -> SCNNode 
      let book = SCNBox(width: 0.4, height: 0.1, length: 0.3, chamferRadius: 0)
      let bookNode = SCNNode(geometry: book)
      bookNode.physicsBody = SCNPhysicsBody(type: .dynamic, shape: nil)
      bookNode.physicsBody?.isAffectedByGravity = true
      bookNode.physicsBody?.friction = 2.0
      bookNode.physicsBody?.mass = 0.3
      bookNode.physicsBody?.restitution = 0.0
      bookNode.position = position
      bookNode.rotation = SCNVector4(0.0, 1.0, 0.0, rotation.converted(to: .radians).value)
      return bookNode



      What properties to I need to set to prevent the books bouncing on top of each other?










      share|improve this question













      I'm trying to make a part of my app which simulates dropping a set of books (the grey rectangles) one on top of another, on a table. Attached is a video.



      enter image description here



      However, unlike books in real life, these books bounce slightly after each one is dropped, to the point the pile of books falls over!



      I've set the restitution to zero on each book's physicsBody, but this still happens:



      private func buildBookNode(at position: SCNVector3, rotation: Measurement<UnitAngle> = Measurement(value: 0, unit: .radians)) -> SCNNode 
      let book = SCNBox(width: 0.4, height: 0.1, length: 0.3, chamferRadius: 0)
      let bookNode = SCNNode(geometry: book)
      bookNode.physicsBody = SCNPhysicsBody(type: .dynamic, shape: nil)
      bookNode.physicsBody?.isAffectedByGravity = true
      bookNode.physicsBody?.friction = 2.0
      bookNode.physicsBody?.mass = 0.3
      bookNode.physicsBody?.restitution = 0.0
      bookNode.position = position
      bookNode.rotation = SCNVector4(0.0, 1.0, 0.0, rotation.converted(to: .radians).value)
      return bookNode



      What properties to I need to set to prevent the books bouncing on top of each other?







      ios scenekit






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      asked yesterday









      Alex Curran

      7,50344153




      7,50344153






















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          The parameter to control the bouncing is



          bookNode.physicsBody?.damping = 0.9.



          This may lead to slow motion of books. So a better idea is using contactDelegate to dynamic change the damping after collision.






          share|improve this answer




















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            1 Answer
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            1 Answer
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            up vote
            0
            down vote













            The parameter to control the bouncing is



            bookNode.physicsBody?.damping = 0.9.



            This may lead to slow motion of books. So a better idea is using contactDelegate to dynamic change the damping after collision.






            share|improve this answer
























              up vote
              0
              down vote













              The parameter to control the bouncing is



              bookNode.physicsBody?.damping = 0.9.



              This may lead to slow motion of books. So a better idea is using contactDelegate to dynamic change the damping after collision.






              share|improve this answer






















                up vote
                0
                down vote










                up vote
                0
                down vote









                The parameter to control the bouncing is



                bookNode.physicsBody?.damping = 0.9.



                This may lead to slow motion of books. So a better idea is using contactDelegate to dynamic change the damping after collision.






                share|improve this answer












                The parameter to control the bouncing is



                bookNode.physicsBody?.damping = 0.9.



                This may lead to slow motion of books. So a better idea is using contactDelegate to dynamic change the damping after collision.







                share|improve this answer












                share|improve this answer



                share|improve this answer










                answered yesterday









                E.Coms

                1,1181410




                1,1181410



























                     

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