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

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

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

Posted: Mon Jun 02, 2008 6:38 pm
by craouette
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

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

Posted: Fri Jun 06, 2008 7:27 pm
by Dragonlord
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.