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SoftBody Endless Fall down #2
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Thanks for reporting this issue. I'll investigate and try to advise you. |
p{margin-top:0;margin-bottom:0}
Thanks for your reply.
This move is capture file ...
Have a nice day !
…--------- 원본 메일 ---------
보낸사람: Stephen Gold <notifications@github.com>
받는사람: stephengold/Libbulletjme <Libbulletjme@noreply.github.com>
참조: waveware4ai <14mhz@hanmail.net>, Author <author@noreply.github.com>
날짜: 20.06.04 00:46 GMT +0900
제목: Re: [stephengold/Libbulletjme] SoftBody Endless Fall down (#2)
Thanks for reporting this issue. I'll investigate and try to advise you.
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|
According to my tests, Bullet implements soft-versus-rigid collisions only for rigid bodies with 3-D convex shapes. I therefore advise replacing the |
p{margin-top:0;margin-bottom:0}
Thanks your fast replay :-)
I was replace code, then test again.
but, this time happened two cude fall down.
I did try CylinderCollisionShape, this has a also result ...
code below that ...
…----- replaced BoxCollisionShape
{ PhysicsRigidBody floor = new PhysicsRigidBody(new BoxCollisionShape(1000f, 0.01f, 1000f)); floor.setPhysicsLocation(new Vector3f(0, 0, 0)); space.addCollisionObject(floor);}----- replaced HullCollisionShape{ PhysicsRigidBody floor = new PhysicsRigidBody(new HullCollisionShape(1000f, 0, 1000f, 1000f, 0, -1000f, -1000f, 0, 1000f, -1000f, 0, -1000f, 1000f, 0, 1000f, -1000f, 0, 1000f, 1000f, 0, 1000f, -1000f, 0, 1000f)); floor.setPhysicsLocation(new Vector3f(0, 0, 0)); space.addCollisionObject(floor);}how can i do ?
have a nice day !!!
--------- 원본 메일 ---------
보낸사람: Stephen Gold <notifications@github.com>
받는사람: stephengold/Libbulletjme <Libbulletjme@noreply.github.com>
참조: waveware4ai <14mhz@hanmail.net>, Author <author@noreply.github.com>
날짜: 20.06.04 02:19 GMT +0900
제목: Re: [stephengold/Libbulletjme] SoftBody Endless Fall down (#2)
According to my tests, Bullet implements soft-versus-rigid collisions only for rigid bodies with 3-D convex shapes. I therefore advise replacing the PlaneCollisionShape with a (large) 3-D convex shape such as a BoxCollisionShape, 'CylinderCollisionShape, or HullCollisionShape`.
—You are receiving this because you authored the thread.Reply to this email directly, view it on GitHub, or unsubscribe.
|
This is movie clip replaced HullCollisionShape |
The hull shape you created has zero thickness, making it 2-D rather than 3-D. The box shape you created has a total thickness of 0.02, making it far too thin for a 30-millisecond timestep with gravity=9.81 Again, I recommend using a 3-D convex shape for the floor. Also, try reducing the timestep from 0.03 second to a smaller value, such as 0.003 second, or else reducing gravity so that the boxes don't fall so fast. |
@waveware4ai Has your issue been solved? |
Hello stephengold~ below is changed codePhysicsRigidBody floor = new PhysicsRigidBody(new BoxCollisionShape(1000f, 0.01f, 1000f)); |
Good catch! I'm glad it's working for you now. |
Can you check if this is a bug
I found that the 'PhysicsSoftBody Object' kept falling and never stopped
Below is my code ...
Always thank you for a good project !!! 👍
public class BulletTestSoftBodyProblem
{
public static void main(String[] args)
{
PhysicsSoftSpace space = new PhysicsSoftSpace(new Vector3f(-10f, -10f, -10f), new Vector3f(10f, 10f, 10f), PhysicsSpace.BroadphaseType.DBVT);
}
result
.
.
.
[Rigid Cube] (1.0278512, -0.017536394, 0.25851533) vs [Soft Cube] (-2.5757184, -565.5575, -0.2820301)
[Rigid Cube] (1.0277523, -0.017890645, 0.25878102) vs [Soft Cube] (-2.57684, -568.72144, -0.28341308)
[Rigid Cube] (1.0278698, -0.016414547, 0.25919935) vs [Soft Cube] (-2.5779958, -571.8943, -0.28479832)
[Rigid Cube] (1.0281138, -0.015941579, 0.25943175) vs [Soft Cube] (-2.5791693, -575.07605, -0.28621972)
[Rigid Cube] (1.0285553, -0.017206488, 0.25978068) vs [Soft Cube] (-2.58034, -578.2667, -0.28759184)
[Rigid Cube] (1.02916, -0.017807819, 0.25984636) vs [Soft Cube] (-2.5815368, -581.4661, -0.2889949)
[Rigid Cube] (1.0297773, -0.016683284, 0.25992036) vs [Soft Cube] (-2.582777, -584.67456, -0.29037392)
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