I am working on implementing some simple physics in my engine and I am trying to implement physics for objects such as a cube where a corner of the cube might hit the floor first and we can perhaps apply an impulse there to give it a bounce like characteristic. I am wondering how you might go about determining which vertex of the cube hit the ground first. I am trying to keep it super simple at the moment. I am trying to determine which vertex hit the floor first if the floor is placed at 0,0,0.
I thought about looping through my cube's vertices and seeing which one is closest to the ground but the vertices do not update when you do something like glTranslate(....) and remain static from where you originally defined them. Even if this was useable I dont think it's the right approach?
Would appreciate any insight into how you might go about doing something like this.