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.
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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up vote
0
down vote
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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.
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
add a comment |
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.
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
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.
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
ios scenekit
asked yesterday
Alex Curran
7,50344153
7,50344153
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1 Answer
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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.
add a comment |
1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
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.
add a comment |
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.
add a comment |
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.
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.
answered yesterday
E.Coms
1,1181410
1,1181410
add a comment |
add a comment |
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