I see... :/ I just had a look at the code. Actually, the current implementation of btDiscreteDynamicsWorld::synchronizeSingleMotionState() starts with the following line: if (body->getMotionState() && !body->isStaticOrKinematicObject()) That means, kinematic objects are not updated in that c...
It isn't that we would be calling btDiscreteDynamicsWorld::synchronizeKinematicMotionsStates() before stepping the simulation. Rather, we would just be swapping the order of sub-parts that happen during the step. I got that point, didn't express myself very well. So, shouldn't that swapped order be...
Hi drleviathan, Thanks a lot for your answer, I appreciate it. Actually, I had to deliver so managed to find a solution by basically getting rid of the constraint between the kinematic object and the first (top) chain element. I'm now updating the position/orientation of the first chain manually, in...
Hi, I'm facing an issue with a chain of dynamic rigid bodies, linked together with 6DOFSpring2 constraints, and linked to a kinematic rigid body using the same constraint type. I've spent days trying to solve it, unsuccessfully, so I thought I would ask for some help :/ When the dynamic object (the ...
Hi, This might sound like a stupid question... In the case one decides to use the btMultiBodyDynamicsWorld class, I assume it is not possible to use soft bodies anymore, is that correct ? Also, I assume it's not possible to use multibodies along with btSoftRigidDynamicsWorld, meaning multibodies and...
Hi, I'm encountering an issue with Bullet internals, and I'm not sure what the best way to resolve it. Basically, the issue is related to the collision between a rope (softbody) and a terrain, for which I've derived a class from btConcaveShape, overriding processAllTriangles() etc. This derived clas...
Hi, This might sound like a terrible question, but I'm not fully sure of the answer. The compound shape constructor has a "enableDynamicAabbTree" parameter. That tree is used to accelerate early rejection. In the case all shapes added to a compound shape are static (i.e. not moving), does ...
Hi, I am currently struggling trying to avoid collision being detected between a convex hull decomposition shape and my terrain (custom shape derived from btConcaveShape). The issue is pretty intense when using small triangles, as seen in that video: https://youtu.be/MWw1ywZUsrI When using bigger tr...