btBvhTriangleMeshShape tunneling

dangerdaveCS
Posts: 14
Joined: Mon Jun 07, 2010 5:37 am

btBvhTriangleMeshShape tunneling

Post by dangerdaveCS »

I have some capsules with mass 0.001, which have been scaled up 500x, giving capsules of length 10 units and radius 2.5 units. I have also scaled up gravity by 500x to suit.

I then have a btBvhTriangleMeshShape, which is just a flat surface, tesselated so that each trangle is approx 1 unit along a side.

I then drop capsules from a height of about 25 units above the surface.

I find that unless I use a fixedTimeStep size of around 1/1000, most of the capsules fall through the mesh, and the ones that don't 'jitter' wildly. A fixedTimeStep so small means very very poor performance.

I've tried all sorts and can't figure out a good way around this issue. CCD functions have no effect, probably because btBvhTriangleMeshShape isn't convex.

Any help very much appreciated?
sparkprime
Posts: 508
Joined: Fri May 30, 2008 2:51 am
Location: Ossining, New York

Re: btBvhTriangleMeshShape tunneling

Post by sparkprime »

Gravity: 5000m/s/s
Radius: 2.5m
Height: 25m

sqrt(25*2/5000) = 0.1 seconds to hit the ground
0.1 * 5000 = 500m/s when it hits the ground

In order for something going at 500m/s to move in increments of < 2.5m then you have to clock at 500/2.5 = 200hz
dangerdaveCS
Posts: 14
Joined: Mon Jun 07, 2010 5:37 am

Re: btBvhTriangleMeshShape tunneling

Post by dangerdaveCS »

200Hz doesn't work, most capsules fall through and the ones that don't 'jitter'. Up to 700Hz the same problem occurs (though it is less pronounced). At 1000Hz there is no problem, but it runs really slow.
sparkprime
Posts: 508
Joined: Fri May 30, 2008 2:51 am
Location: Ossining, New York

Re: btBvhTriangleMeshShape tunneling

Post by sparkprime »

If it doesn't work then things aren't working out the way you described.