Search found 827 matches
- Mon Feb 06, 2023 3:56 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: No performance difference between static and kinematic bodies?
- Replies: 3
- Views: 134
Re: No performance difference between static and kinematic bodies?
The broadphase keeps track of the AABBs and also overlapping AABB pairs between distinct objects that might need narrowphase collision check to compute the contact points (if any). Ignoring narrowphase costs... there is overhead in: (1) knowing all the AABBs and overlaps and (2) adding new AABBs to ...
- Sun Feb 05, 2023 7:07 am
- Forum: General Bullet Physics Support and Feedback
- Topic: No performance difference between static and kinematic bodies?
- Replies: 3
- Views: 134
Re: No performance difference between static and kinematic bodies?
If the kinematic objects are not active then they are not much more expensive than static. If you were to bounce a dynamic object around the kinematic objects then they would activate, but since they are being "animated" by btDefaultMotionState which does nothing, then they will be deactiv...
- Thu Feb 02, 2023 4:47 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Reset/jump constraint to the initial position
- Replies: 1
- Views: 176
Re: Reset/jump constraint to the initial position
Let me repeat it back to you to make sure I understand: (1) You have two objects A and B connected by a constraint C . (2) You want to be able to reset the transforms of the two objects such that the constraint is satisfied (e.g. objects A and B are experiencing zero torque/force from the constraint...
- Sat Jan 21, 2023 6:17 am
- Forum: General Bullet Physics Support and Feedback
- Topic: extreme bouncing on btHeightfieldTerrainShape with small timesteps
- Replies: 6
- Views: 439
Re: extreme bouncing on btHeightfieldTerrainShape with small timesteps
When I look at the implementation of btAdjustInternalEdgeContacts() I see this: void btAdjustInternalEdgeContacts(btManifoldPoint& cp, const btCollisionObjectWrapper* colObj0Wrap, const btCollisionObjectWrapper* colObj1Wrap, int partId0, int index0, int normalAdjustFlags) { //btAssert(colObj0->g...
- Fri Jan 20, 2023 11:50 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: extreme bouncing on btHeightfieldTerrainShape with small timesteps
- Replies: 6
- Views: 439
Re: extreme bouncing on btHeightfieldTerrainShape with small timesteps
I wonder if your problem isn't so much bad normals as it is interpenetration? This idea because I think the interpenetration resolution code can also introduce non-physical results that might look similar to glitches from bad normals. However, with such a small substep I doubt this could be the case...
- Fri Jan 20, 2023 7:31 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Is it possible to get the file of New FEM/Mass-spring deformable simulation?
- Replies: 2
- Views: 188
Re: Is it possible to get the file of New FEM/Mass-spring deformable simulation?
In the video description are links to python and C++ examples. Start by looking at the deformable pybullet examples in the code repository?
https://github.com/bulletphysics/bullet ... t/examples
https://github.com/bulletphysics/bullet ... t/examples
- Fri Jan 20, 2023 7:25 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: extreme bouncing on btHeightfieldTerrainShape with small timesteps
- Replies: 6
- Views: 439
Re: extreme bouncing on btHeightfieldTerrainShape with small timesteps
Is it really the edge normals? The sprung constraints between the fuselage and the wheels complicate matters. A quick way to verify it is caused by edge normals would be to have the box drag on a btStaticPlaneShape . If the problem goes away that would support the edge normals theory. Meanwhile, the...
- Wed Jan 18, 2023 7:16 am
- Forum: General Bullet Physics Support and Feedback
- Topic: How do I simulate falling dynamic objects?
- Replies: 2
- Views: 223
Re: How do I simulate falling dynamic objects?
You're using pybullet but are asking the forums focused on C++ and the core Bullet libraries. You might try asking in the pybullet section . The only ideas I have are: Is the object properly activated? You say you "move the box to the edge of the platform" before starting the simulation, b...
- Mon Jan 16, 2023 4:04 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Looking for help with settings and code to get my physics game correct
- Replies: 3
- Views: 306
Re: Looking for help with settings and code to get my physics game correct
I don't use ammo.js however after downloading the repository and scanning the codebase I learned: it appears to support set/getResitution().
- Thu Jan 12, 2023 4:25 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Looking for help with settings and code to get my physics game correct
- Replies: 3
- Views: 306
Re: Looking for help with settings and code to get my physics game correct
My advice is to avoid applying force/torque because it is complicated and difficult to tune. This because the amount of force depends on the mass and angular inertia of your object. Setting the velocities is the right way to go: it is much easier to implement because it works independently of mass a...
- Tue Jan 10, 2023 10:40 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Is it safe to retrieve objects transforms from one thread while stepSimulation is in other thread?
- Replies: 1
- Views: 221
Re: Is it safe to retrieve objects transforms from one thread while stepSimulation is in other thread?
Actually body->getWorldTransform() is not necessarily the best way to do it. When your render rate is NOT the same as your simulation step rate you can get aliased results from body->getWorldTransform() which can sometimes produce a visible jitter in the motion of otherwise smoothly moving objects. ...
- Fri Jan 06, 2023 4:45 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: What are the units of force and mass and velocity?
- Replies: 1
- Views: 360
Re: What are the units of force and mass and velocity?
I believe the units of force are Newtons: kg * m / sec^2 because the simulation step expects the duration to be in seconds. You can always use different units by scaling the substep duration and then tweaking your own mass and distance units accordingly. This can sometimes be handy when your world a...
- Fri Jan 06, 2023 4:21 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: compound shape / dynamic AABB tree question
- Replies: 1
- Views: 195
Re: compound shape / dynamic AABB tree question
Yes, the dynamic AABB tree helps, even for static compound shapes, especially for compound shapes with many child shapes. It is used in the narrowphase collision calculation to cull the number of contact point candidates. The only reason to NOT enable the dynamic AABB tree would be for a compound sh...
- Mon Oct 17, 2022 3:33 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: [ammo] Problems with rigidity of sequential constraints
- Replies: 2
- Views: 525
Re: [ammo] Problems with rigidity of sequential constraints
Yes, I think you are right: large ratios between the mass/inertia of constrained objects are contributing to the error of the constraint solution. I believe the problem still reproduces in the latest version of Bullet, but I haven't tested constraints in a while. Your example is probably using the b...
- Tue Oct 11, 2022 3:51 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Correct way to simulate joint friction and joint damping
- Replies: 1
- Views: 432
Re: Correct way to simulate joint friction and joint damping
You're asking in the General Bullet Physics forum which is mostly about Bullet's core C++ library. You are more likely to get answers to your question if you ask in the PyBullet Support and Feedback forum.