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Question by liu550 · Jul 17, 2021 at 06:16 PM · collisionphysicstrigger

Implement particle scattering after collision for a Collider/Rigidbody/Trigger GameObject

I am using Unity to simulate the motion of particles confined within a box under the influences of gravity and particle-particle and particle-box collisions (The box is made of 6 cubes, which are static colliders). I want to achieve the functionality that, during the animation when a user clicks a certain particle, its velocity will be displayed. To implement this, I made each particle a Collider/Rigidbody/Trigger GameObject. Trigger is intended for using the OnMouseDown function. However, as the built-in physics engine does not apply to a Trigger, I am stuck in implementing the physics of scattering of the particle after collision, specifically in obtaining the normal vector of the contact surface. Below is my wrong approach. I also tried getting rid of Trigger and using Raycast to achieve the functionality described in the beginning, but it did not work. Thanks for your help!

 public class Particle : MonoBehaviour {
  
 public Rigidbody rb;
 private Vector3 init_velocity;
  
 ...
  
 void Start()
 {
 rb = GetComponent<Rigidbody>();
 init_velocity = InitializeVelocity();
 rb.AddForce(init_velocity);
 }
 
 void InitializeVelocity() {
 ...
 }
  
 ...
    
 private void OnTriggerEnter(Collider other) {
         Vector3 contact_point = other.ClosestPoint(transform.position);
         RaycastHit hit;
         Ray ray = Camera.main.ScreenPointToRay(contact_point);
         bool dummy = Physics.Raycast(ray, out hit);
         Vector3 normal = hit.normal;
         Vector3 force_direction = Vector3.Normalize(Vector3.Reflect(transform.position, normal));
         rb.AddForce(init_velocity.magnitude * force_direction);
     }
 }
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