Members - Reputation: 113
Posted 16 July 2012 - 07:20 AM
X-Purge-Demo-Bin.zip 290.42KB 22 downloads
Members - Reputation: 717
Posted 18 July 2012 - 06:35 AM
Assuming your colliding object has some sort of velocity-vector/tangent, you can interpret the separating axis as a plane of impact's normal.
e.g. an elastic response: vec = vec - 2 * axis * dot(axis, vec)
I guess when objects are colliding there is no separating axis.
And also if we take a very simple example of two spheres colliding and the axis is normal to the tangent plane at the point they touch, your calculations are not physically correct.