Search found 24 matches
- Mon May 20, 2019 11:18 am
- Forum: General Bullet Physics Support and Feedback
- Topic: SoftBody: modeling a rope from trimesh
- Replies: 6
- Views: 7865
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...
- Sun May 19, 2019 8:10 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: SoftBody: modeling a rope from trimesh
- Replies: 6
- Views: 7865
Re: SoftBody: modeling a rope from trimesh
... No other idea?
Many thanks, bye
Many thanks, bye
- Thu May 16, 2019 3:04 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: SoftBody: modeling a rope from trimesh
- Replies: 6
- Views: 7865
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...
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...
- Thu May 16, 2019 9:14 am
- Forum: General Bullet Physics Support and Feedback
- Topic: SoftBody: modeling a rope from trimesh
- Replies: 6
- Views: 7865
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...
- Fri May 10, 2019 3:52 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: SoftBody: trimesh usage and curiosities
- Replies: 0
- Views: 4563
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...
- 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: 12615
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 lin...
- 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: 12615
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 thi...
- 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: 5670
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...
- 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: 5670
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...
- 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: 5670
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 u...
- Fri Apr 05, 2019 8:47 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Propagating collisions in a mixed chain Dynamic/Kinematic
- Replies: 7
- Views: 7708
Re: Propagating collisions in a mixed chain Dynamic/Kinematic
thank you steven for your example. Best regards.
- Thu Apr 04, 2019 4:13 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Rotate a btConvexHullShape via btCompoundShape problem.
- Replies: 0
- Views: 4503
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...
- 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: 7708
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 t...
- 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: 7708
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...
- 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: 7708
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...