I've played with the masses a lot, and no, this didn't really fixed the instability/wobbling issue (but I guess it had an impact on the gap).
So I'll keep my existing solution for now
Search found 178 matches
- Tue Nov 14, 2023 4:13 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Constraints between kinematic and dynamic rigid bodies
- Replies: 8
- Views: 80503
- Tue Nov 14, 2023 7:30 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Constraints between kinematic and dynamic rigid bodies
- Replies: 8
- Views: 80503
Re: Constraints between kinematic and dynamic rigid bodies
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...
- Mon Nov 13, 2023 8:14 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Constraints between kinematic and dynamic rigid bodies
- Replies: 8
- Views: 80503
Re: Constraints between kinematic and dynamic rigid bodies
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...
- Mon Nov 13, 2023 8:01 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Constraints between kinematic and dynamic rigid bodies
- Replies: 8
- Views: 80503
Re: Constraints between kinematic and dynamic rigid bodies
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...
- Wed Oct 18, 2023 8:30 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Constraints between kinematic and dynamic rigid bodies
- Replies: 8
- Views: 80503
Constraints between kinematic and dynamic rigid bodies
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 ...
- Thu Aug 10, 2023 10:10 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btMultiBodyDynamicsWorld and soft bodies
- Replies: 0
- Views: 168233
btMultiBodyDynamicsWorld and soft bodies
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...
- Thu Feb 23, 2023 7:53 am
- Forum: General Bullet Physics Support and Feedback
- Topic: issue with softbody vs. custom concave shape
- Replies: 1
- Views: 29800
issue with softbody vs. custom concave shape
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...
- Wed Jan 04, 2023 12:51 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: compound shape / dynamic AABB tree question
- Replies: 1
- Views: 19462
compound shape / dynamic AABB tree question
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 ...
- Wed Aug 01, 2018 8:40 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btHeightfieldTerrainShape going nuts
- Replies: 8
- Views: 28528
Re: btHeightfieldTerrainShape going nuts
Modifying the normal indeed improves the situation significantly. I still have some rare jittering cases, no idea why really. But it's acceptable.
Looking at the implementation of btAdjustInternalEdgeContacts(), it seems there is a little bit of additional work being done there :/
Looking at the implementation of btAdjustInternalEdgeContacts(), it seems there is a little bit of additional work being done there :/
- Wed Aug 01, 2018 7:47 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btHeightfieldTerrainShape going nuts
- Replies: 8
- Views: 28528
Re: btHeightfieldTerrainShape going nuts
I'll have a try, thanks !
- Tue Jul 31, 2018 1:54 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btHeightfieldTerrainShape going nuts
- Replies: 8
- Views: 28528
Re: btHeightfieldTerrainShape going nuts
Hi Danny,
some time later May I ask you, how have you managed to modify the contact point normal manually ? I couldn't find how to achieve that...
some time later May I ask you, how have you managed to modify the contact point normal manually ? I couldn't find how to achieve that...
- Tue Jul 31, 2018 1:26 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btConcaveShape and internal edges
- Replies: 0
- Views: 6771
btConcaveShape and internal edges
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...
- Wed May 31, 2017 7:16 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btBvhTriangleMeshShape and streamed 3D models
- Replies: 4
- Views: 13237
Re: btBvhTriangleMeshShape and streamed 3D models
good news, I should admit I am quite reluctent on depending on a file format we don't have control over...
thanks for your answer !!
thanks for your answer !!
- Wed May 31, 2017 7:15 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btBvhTriangleMeshShape + instances
- Replies: 2
- Views: 8863
Re: btBvhTriangleMeshShape + instances
OK great, I also discover the scaled bvh, which perfectly suits our needs since we have some random scaling variation of instances.
Thanks for your answer !
Thanks for your answer !
- Tue May 30, 2017 9:52 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Strategies for Dealing with Large, Complex Terrain
- Replies: 16
- Views: 36265
Re: Strategies for Dealing with Large, Complex Terrain
The video is looking good, have you finally based your solution on the suggested btConcaveShape-derived class option ?