collision primitives without depth
Posted: Mon Oct 30, 2006 8:13 pm
How would bullet treat collisions of shapes that have no depth (e.g. C4's plate primitive)?
https://pybullet.org/Bullet/phpBB3/
Bullet requires moving/dynamic shapes to have some volume. Static plates/triangles would be no problem. The reason is that using discrete collision detection will easily miss collisions, but also inertia tensor and physics simulation require some volume. Once the continuous simulation is enabled, you might be able to use Bullet with very thin shapes, but no depth at all means you have to approximate some valid inertia tensor.How would bullet treat collisions of shapes that have no depth (e.g. C4's plate primitive)?
Code: Select all
maxSimSubSteps = 10;
float fixedTimeStep = 1.f/240.f;
int numSimSteps = m_dynamicsWorld->stepSimulation(dt,maxSimSubSteps,fixedTimeStep);