In Godot, when a 2D inflexible physique collides with one other physique, it appears that evidently the pressure is absorbed/used to bounce again, but it surely does not give an “angular impulse” to the thing, as an illustration if a rectangle (1) collided on its facet with a sharp edge (2), it can first bounce again within the actual wrong way of the place it got here from (3) (with out even altering its rotation) after which it’s only when it will likely be resting with a degree to edge contact that it’s going to begin pivoting across the contact level (4).
There are two points I’ve with this:
- If bounciness is enabled, I’d have appreciated it to bounce again whereas gaining angular momentum like it could in the true world
- Even when bounciness is off, I would really like it to switch its vitality to angular momentum, whereas right here it simply utterly stops because of the collision and solely then begins rotating, whereas in actuality the rotation pace ought to rely on how briskly the preliminary collision was
Am I lacking one thing within the physics parameters or is that this one thing I ought to implement myself?