How to add angular velocity to a soft body
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- Joined: Sat Apr 30, 2011 2:28 pm
How to add angular velocity to a soft body
I've recently converted my rigid body to a soft body. With my rigid body, I would use body->setAngularVelocity(btVector3 angularVelocity); to add spin to the rigid body. Is there a similar method to add spin to a soft body?
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Re: How to add angular velocity to a soft body
Not that I'm aware of. Implementing certain rigid body features like that is much more complicated for soft bodies, which essentially have separate transforms/velocities for ever node, and a dynamic centre (of mass). Offhand I'm not sure how you'd go about mimicking that functionality for a soft body.
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Re: How to add angular velocity to a soft body
there's no such thing for soft bodies...
in our implementation you can apply velocities by calculating
the proper velocity for each node in the soft body.
it's not a one line thing but still pretty easy/fast to implement
Francois
in our implementation you can apply velocities by calculating
the proper velocity for each node in the soft body.
it's not a one line thing but still pretty easy/fast to implement
Francois
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- Posts: 8
- Joined: Sat Apr 30, 2011 2:28 pm
Re: How to add angular velocity to a soft body
Thanks for the feedback. It seems to be working by crossing the angular velocity I want to add by each nodes relative position and adding the result to each node.
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- Joined: Tue Feb 22, 2011 1:00 pm
Re: How to add angular velocity to a soft body
Hi,
I obtained torque on a soft body by applying an clusterVAImpulse for every cluster of the soft body
I obtained torque on a soft body by applying an clusterVAImpulse for every cluster of the soft body