dinamic fixed or kinematic

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dinamic fixed or kinematic

Post  hazeleye on Mon Oct 13, 2008 5:06 am

Hi again
What type of rigid body are you using in engine ?


btRigidBody is the main class for rigid body objects.
It is derived from btCollisionObject, so it keeps a pointer to a btCollisionShape. It is recommended for performance and memory use to share btCollisionShape objects whenever possible. There are 3 types of rigid bodies:

A) Dynamic rigid bodies, with positive mass. Motion is controlled by rigid body dynamics.
B) Fixed objects with zero mass. They are not moving (basically collision objects)
C) Kinematic objects, which are objects without mass, but the user can move them. There is on-way interaction, and Bullet calculates a velocity based on the timestep and previous and current world transform. Bullet automatically deactivates dynamic rigid bodies, when the velocity is below a threshold for a given time. Deactivated (sleeping) rigid bodies don't take any processing time, except a minor broadphase collision detection impact (to allow active objects to activate/wake up sleeping objects)

It's not fixed. But is it dinamic or kinematic ? Tests showed that it kinematic ...

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Re: dinamic fixed or kinematic

Post  sio2interactive on Mon Oct 13, 2008 6:12 am

Exactly the same as in Blender... Dynamic & Fixed
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Re: dinamic fixed or kinematic

Post  hazeleye on Mon Oct 13, 2008 10:52 pm

mmm... Why two balls with different mass rolling equally?

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Re: dinamic fixed or kinematic

Post  sio2interactive on Tue Oct 14, 2008 1:41 am

Good question... no friction and / or restitution factor have been set properly? Have you try in Blender? Cuz SIO2 should be the exact same thing...
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Re: dinamic fixed or kinematic

Post  hazeleye on Tue Oct 14, 2008 3:16 am

In Blender also mass not influence on action of balls. I can't do that it's influence....
May be I overlook smth....

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