Bullet 2.69 SDK released: split impulse, tear/pick soft body

Open source Bullet Physics SDK release information
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Erwin Coumans
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Bullet 2.69 SDK released: split impulse, tear/pick soft body

Post by Erwin Coumans » Thu May 29, 2008 5:22 am

Bullet 2.69 Physics SDK is released from revision 1175. See a YouTube movie of the latest demos

+ Added split impulse support, penetration recovery won't add momentum
+ cloth/soft body improvements: picking (pick and drag), tearing (click and release without mouse move), preliminary support for btSoftBody versus compound and concave trimesh
+ Added new btDbvtBroadphase, based on dynamic AABB tree. It has the capability to do view frustum culling and front-to-back traversal. See Extras\CDTestFramework for view frustum culling sample.
+ Enabled new btGjkEpa2 penetration depth solver, thanks to Nathanael
+ Provide access to all persistent manifolds for a given btBroadphasePair, see CharacterDemo for sample usage

Code: Select all

if (collisionPair->m_algorithm)
    collisionPair->m_algorithm->getAllContactManifolds(manifoldArray);
+ Added linear and angular motor for btSliderConstraint
+ Add penetration depth test for convexSweepTest
+ removed several warnings for Windows build, thanks to Martijn Reuvers
+ Added Mac Cocoa Xcode project, thanks to TomorrowPlus
+ use collision margin of btBvhTriangleMeshShape for convexTest, Thanks to reltham for the contribution.
+ added custom memory allocator registration, thanks to Sly.

Download Bullet 2.69 from the Bullet repository at Google Code.

Thanks for all the feedback, and enjoy,
Erwin

craouette
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Joined: Sat Nov 03, 2007 5:42 pm

Re: Bullet 2.69 SDK released: split impulse, tear/pick soft body

Post by craouette » Mon Jun 02, 2008 6:38 pm

Hi,

couldn't find the doc about soft/cloth simulation/usage. Is there any?
Or do I have to read demo codes?

Best Regards,

Craouette

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Dragonlord
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Re: Bullet 2.69 SDK released: split impulse, tear/pick soft body

Post by Dragonlord » Fri Jun 06, 2008 7:27 pm

Mentioned this already somewhere before so I thought it gets included but did not so far. For doing proper and especially universally usable RigidBody->Limbo constraints it is required to have additional constructors. Made a little patch with those changes I require for my project to work. Just adds to the constraints I tested it with each one constructor accepting one rigid body but having the frame parameters for both frames.
Attachments
limbo_constraint.patch.bz2
Patch to add constraints for proper rigidBody->limbo constraints
(1.46 KiB) Downloaded 1324 times

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