I'm not rotating the floor plane in my test. It's just a straight drop from 9.8 meters high. There's some math messing up where somehow the resultant velocity is 0 when it should be a positive number. That's the only thing I can figure as to why the ball sometimes sticks to the floor when it should bounce naturally.
I double checked the code and it outputs the right number. Just doesn't make sense. So either CollisionN or the actual collision detection is to blame as far as I can tell. Is it possible it's registering a double collision hit? Maybe on the way back up it registers another collision and kills the velocity.
Maybe I need to move the position of the ball in the collision normal direction the radius of the ball +.01 so there can be no possible second collision detection.
I double checked the code and it outputs the right number. Just doesn't make sense. So either CollisionN or the actual collision detection is to blame as far as I can tell. Is it possible it's registering a double collision hit? Maybe on the way back up it registers another collision and kills the velocity.
Maybe I need to move the position of the ball in the collision normal direction the radius of the ball +.01 so there can be no possible second collision detection.