Search found 24 matches

by Dox
Mon May 20, 2019 11:18 am
Forum: General Bullet Physics Support and Feedback
Topic: SoftBody: modeling a rope from trimesh
Replies: 6
Views: 918

Re: SoftBody: modeling a rope from trimesh

Hello steven, thanks for your interest. Ok, I've removed the caps from the mesh which I attach here. I attach also the original fbx (as .txt, you can rename to .fbx, cable_block_cyl_fix_10m8sez_NoCaps_Tri.fbx) , maybe is useful. I attach the .obj converted also (by OpenSceneGraph processing). I proc...
by Dox
Sun May 19, 2019 8:10 pm
Forum: General Bullet Physics Support and Feedback
Topic: SoftBody: modeling a rope from trimesh
Replies: 6
Views: 918

Re: SoftBody: modeling a rope from trimesh

... No other idea?

Many thanks, bye
by Dox
Thu May 16, 2019 3:04 pm
Forum: General Bullet Physics Support and Feedback
Topic: SoftBody: modeling a rope from trimesh
Replies: 6
Views: 918

Re: SoftBody: modeling a rope from trimesh

Hello steven,

hummm...maybe the triangles indices array has some wrong triangle? Maybe the caps...I can try to remove them but I think that the main problem can be on other point...maybe this behavior is correct considering the first and last node are fixed in space...
by Dox
Thu May 16, 2019 9:14 am
Forum: General Bullet Physics Support and Feedback
Topic: SoftBody: modeling a rope from trimesh
Replies: 6
Views: 918

SoftBody: modeling a rope from trimesh

Hello, I'm in trouble with SoftBody :D I'm trying to modeling a rope starting from a mesh (please, see the attachment RopeMesh.h). This is a cylinder of 10m, with 32 resolution faces and 8 subdivisions on the length. Then, I'm using this code in order to build the SoftBody: static void Init_RopeMatc...
by Dox
Fri May 10, 2019 3:52 pm
Forum: General Bullet Physics Support and Feedback
Topic: SoftBody: trimesh usage and curiosities
Replies: 0
Views: 287

SoftBody: trimesh usage and curiosities

Hello, I'm exploring the SoftBody module. I have a couple of questions/curiosities: 1. Why SoftBody examples are commented out? I've re-enabled examples and seems to works well. 2. I saw the bunny mesh datas (BunnyMesh.h). There is some tool that can automatically generate the vertex array and the a...
by Dox
Thu May 02, 2019 4:13 pm
Forum: General Bullet Physics Support and Feedback
Topic: Stabilize "dantzing" on nearby contacts using custom combiner callback.
Replies: 4
Views: 521

Re: Stabilize "dantzing" on nearby contacts using custom combiner callback.

Hello drleviathan, The manipulator hand is a kinematic group attached to the a dynamic group, a kind of "scripted kinematic" you have suggested to me some post ago. In fact the anchor is dynamic and the arm is kinematic, so this is kinematic <-> dynamic interaction. I'm NOT setting the linearVelocit...
by Dox
Thu May 02, 2019 2:33 pm
Forum: General Bullet Physics Support and Feedback
Topic: Stabilize "dantzing" on nearby contacts using custom combiner callback.
Replies: 4
Views: 521

Stabilize "dantzing" on nearby contacts using custom combiner callback.

Hello, Look at this short video: https://drive.google.com/open?id=1M1E6RspE28pi126H4fAcCtnkYB0IY9YZ There is a manipulator that grab an anchor. The anchor and the arm fingers are represented by convex hull shapes (from HACD). Moving with the grabbed anchor we can see some "dantzing". I think this is...
by Dox
Thu Apr 11, 2019 9:41 am
Forum: General Bullet Physics Support and Feedback
Topic: Retrieve the specific btCollisionShape (in a btCompoundShape hierarchy) during a contact
Replies: 5
Views: 707

Re: Retrieve the specific btCollisionShape (in a btCompoundShape hierarchy) during a contact

Hello, thanks steven for your feedback. Is not clear to me the original means of partId0/1 and index0/1. Code comments speaks about triangles, but in my tests partID is ever equals to -1 and index is variables (maybe the number of triangles in collision...). I'll review and test your code ASAP. Than...
by Dox
Wed Apr 10, 2019 4:41 pm
Forum: General Bullet Physics Support and Feedback
Topic: Retrieve the specific btCollisionShape (in a btCompoundShape hierarchy) during a contact
Replies: 5
Views: 707

Re: Retrieve the specific btCollisionShape (in a btCompoundShape hierarchy) during a contact

Hello steven, Thanks for your suggestion but It seems to not solve the problem. Using gContactProcessedCallback/gContactAddedCallback I can retrieve the btRigidBody involved and get its own btCollisionShape: if this one is a btCompoundShape, how I can retrieve the specific child (or more than one) t...
by Dox
Tue Apr 09, 2019 10:21 am
Forum: General Bullet Physics Support and Feedback
Topic: Retrieve the specific btCollisionShape (in a btCompoundShape hierarchy) during a contact
Replies: 5
Views: 707

Retrieve the specific btCollisionShape (in a btCompoundShape hierarchy) during a contact

Hello, I have a "complex" btCompoundShape hierarchy structured like this: btCompoundShape_0 |--- btCollisionShape_0 |--- btCompoundShape_1 |--- btCollisionShape_1 |--- btCompoundShape_2 |--- btCollisionShape_2 ..... Using the btPersistentManifold I can get the btCollisionObjects involved using the i...
by Dox
Thu Apr 04, 2019 4:13 pm
Forum: General Bullet Physics Support and Feedback
Topic: Rotate a btConvexHullShape via btCompoundShape problem.
Replies: 0
Views: 281

Rotate a btConvexHullShape via btCompoundShape problem.

Hello, Normally, I build a btConvexHullShape from an HACD generated model like this: //...Retrieve a geometry list from OpenSceneGraph.... ..... ..... for(unsigned int i = 0; i < l_GeometryList.size(); i++) { osg::Vec3Array* l_GfxVertices = dynamic_cast<osg::Vec3Array*>(l_GeometryList[i]->getVertexA...
by Dox
Mon Apr 01, 2019 11:12 am
Forum: General Bullet Physics Support and Feedback
Topic: Propagating collisions in a mixed chain Dynamic/Kinematic
Replies: 7
Views: 1162

Re: Propagating collisions in a mixed chain Dynamic/Kinematic

Hello drleviathan, first of all, many thanks for your interest and suggestions. You can find details of my problem here: https://pybullet.org/Bullet/phpBB3/viewtopic.php?f=9&t=12632 Summarizing the situation, my problem involves 2 entities: a complex dynamic vehicle (the "red one" in this post, that...
by Dox
Thu Mar 28, 2019 10:34 am
Forum: General Bullet Physics Support and Feedback
Topic: Propagating collisions in a mixed chain Dynamic/Kinematic
Replies: 7
Views: 1162

Re: Propagating collisions in a mixed chain Dynamic/Kinematic

Hello drleviathan, thanks for your reply. I need a kinematic group because I have a complex scene with a lot of physic entities that is really cpu/gpu intensive. If I make the blue group dynamic, I'm not able to stabilize it (even with aggressive solving parameter). With the kinematic/dynamic soluti...
by Dox
Wed Mar 27, 2019 3:09 pm
Forum: General Bullet Physics Support and Feedback
Topic: Propagating collisions in a mixed chain Dynamic/Kinematic
Replies: 7
Views: 1162

Propagating collisions in a mixed chain Dynamic/Kinematic

Hello, I'm working on a mixed chain of dynamic and kinematic objects, as shown in this picture: chain.png There is one dynamic object (red) moved by forces which is connected to a kinematic object (moved by geometrical rules) composed of 3 collision shapes (blue cloud). So, the kinematic group is mo...