Comments (9)
Thanks for reporting this issue. I'll investigate and try to advise you.
from libbulletjme.
from libbulletjme.
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
.
from libbulletjme.
from libbulletjme.
This is movie clip
replaced BoxCollisionShape
https://mega.nz/file/scoURK7a#koQ2TisBUeVHNrSiT1LyWjb8vwHpAaFugW_VUZRde7c
replaced HullCollisionShape
https://mega.nz/file/wcoAWA5T#lEXDMwAOMQVmTa1HwVc4AxsSOH5v-7_VFPdUlDGAY1k
from libbulletjme.
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.
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@waveware4ai Has your issue been solved?
from libbulletjme.
Hello stephengold~
I did solved for your help.
I forgot to setting floor mass to zero.
There is nothing error just now ...
I m very thanks to you.
below is changed code
PhysicsRigidBody floor = new PhysicsRigidBody(new BoxCollisionShape(1000f, 0.01f, 1000f));
floor.setMass(0); <-- my mistake static mass zero !!!
from libbulletjme.
Good catch! I'm glad it's working for you now.
from libbulletjme.
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