Search found 8 matches
- Sat Nov 14, 2020 6:22 am
- Forum: General Bullet Physics Support and Feedback
- Topic: The contact points have been not removed cleanly when two objects are separated!
- Replies: 1
- Views: 2307
- Thu Nov 12, 2020 1:32 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: The contact points have been not removed cleanly when two objects are separated!
- Replies: 1
- Views: 2307
The contact points have been not removed cleanly when two objects are separated!
Hello everyone, I create a btPairCachingGhostObject object as sensor and a btRigidBody object. Then, I control the rigid body to move along X-axis (move 0.005m each time) until colliding with sensor. A illogical issue has been found: When the rigid body passes through the sensor from left to right, ...
- Wed Aug 19, 2020 8:25 am
- Forum: General Bullet Physics Support and Feedback
- Topic: The thin "btBoxShape" box cannot to be laid flat on the "btConvexHullShape" plane.
- Replies: 1
- Views: 2259
The thin "btBoxShape" box cannot to be laid flat on the "btConvexHullShape" plane.
Hello everyone, I have a strange problem: Why the thin "btBoxShapeBox" box cannot to be laid flat on the "btConvexHullShape" plane? The "btConvexHullShape" plane: btConvexHullShape* hull = new btConvexHullShape(); const btVector3 v1 = btVector3(0, 0.1, -2); hull->addPoi...
- Tue Jul 07, 2020 7:28 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Why the box will shake when it drop onto the surface with btConvexHullShape?
- Replies: 2
- Views: 3042
Re: Why the box will shake when it drop onto the surface with btConvexHullShape?
Don't set the margin of the convex hull to 0.0. Leave it at the default (which is 0.04m I think) and see if that makes your problem go away. My hypothesis is: you are allowing the box to actually penetrate the convex hull and the penetration resolution logic is kicking in. The penetration resolutio...
- Tue Jun 30, 2020 1:05 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Why the box will shake when it drop onto the surface with btConvexHullShape?
- Replies: 2
- Views: 3042
Why the box will shake when it drop onto the surface with btConvexHullShape?
Hello everyone, I'm trying to create a curve conveyor which is used for convey the box. I adopt btConvexHullShape class to make the collision shape of conveyor suface. but it has one problem: the Box will shake when it drop onto the suface. It needs to be emphasized that the bottom of the box and th...
- Fri May 08, 2020 8:31 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Some subtle problems about conveyor using contact callback and special friction mode
- Replies: 1
- Views: 2513
Re: Some subtle problems about conveyor using contact callback and special friction mode
This example's description as follows: https://i.loli.net/2020/05/08/W14osT3JOU8kKvu.jpg Press W for wireframe. Press D to toggle auto-deactivation of the simulation. I try to press "W" to show wireframe. I found it works that the box can move normally. When the box stopped, I try to press...
- Thu May 07, 2020 9:56 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Some subtle problems about conveyor using contact callback and special friction mode
- Replies: 1
- Views: 2513
Some subtle problems about conveyor using contact callback and special friction mode
Hello, I'm try to use contact callback and special friction mode, with a target velocity and direction to simulate a conveyor. Like this topic about " How to simulate a conveyor? ": https://pybullet.org/Bullet/phpBB3/viewtopic.php?f=9&t=6076 The following is my conveyor (Static RigidBo...
- Sun Apr 26, 2020 3:45 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Why btRigidBody has velocity when move in kinematics?
- Replies: 1
- Views: 2291
Why btRigidBody has velocity when move in kinematics?
Hello everyone, I'm new to Bullet, I'm trying to move a box in kinematics. As far as I know, when in kinematics, I should move the box by the following method: btRigidBody->getMotionState()->setWorldTransform(const btTransform& worldTrans); instead of: btRigidBody->setLinearVelocity(const btVect...