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A fork of the BulletSharp project to make the Bullet Physics Engine usable from C# code in Unity3d

License: Other

C# 84.02% C++ 13.88% C 1.62% CMake 0.38% Makefile 0.09% Lua 0.01% ShaderLab 0.01%

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bulletsharpunity3d's Issues

Rigidbody values such as angularDamping don't seem to be applied when game starts

I've pulled the latest commit (78259c9 as of now) and tested this several times to make sure I wasn't missing something.

Here's a recording of the problem:
https://dl.dropboxusercontent.com/u/561110/ballThrow_angularDamping_NoEffect.mp4

Here's the placeholder fix applied just to show how it's supposed to work:
https://dl.dropboxusercontent.com/u/561110/rbTempFix.JPG

Here's a recording of angularDamping working after the placeholder fix:
https://dl.dropboxusercontent.com/u/561110/ballThrow_angularDamping_WorkingCorrectly.mp4

Physics simulation changes significantly when a rigidbody is selected in Scene view

Video of the problem: https://dl.dropboxusercontent.com/u/561110/ballThrowTest.mp4

The scene has a very simple setup. 3 static box colliders and 1 rigidbody sphere. On Start, I wait until the sphere rigidbody isInWorld, and then add one-time force to it. The resulting simulation changes depending on whether the sphere rigidbody is selected or not.

I've seen before that selecting an object in Unity can have a significant impact on Editor FPS; maybe this is the root cause. However, I've tested the same setup with PhysX and the problem doesn't occur there.

DllNotFoundException on Android 6.0.1

It's works fine on unity editor, and some other Android device, but my newer device which run Android 6.0.1 do not work, I guess the libbulletc may depends some other librarys which do not exists in the device,
but I maybe I am wrong

WebGL

Well, it's not exactly an issue, but it would be great to have a build for WebGL. It seems that it has already been done with pevious version of bullet, using Emscripten.

Regards

AllConvexResultCallback

As I understand, ConvexResultCallback is inherited by only one class (ClosestConvexResultCallback), and because of that ConvexSweepTest returns only closest result, which means that there's no way to get All collisions

Is there any way to do some shape cast that returns all collisions?

libbulletc.dll caused an Access Violation

Hi, Im get follow error sometimes when run unity.

Unity Editor [version: Unity 2017.2.0f3_46dda1414e51]

libbulletc.dll caused an Access Violation (0xc0000005)
in module libbulletc.dll at 0033:e0633cb6.

Error occurred at 2018-04-17_123920.
D:\Unity2\Unity\Editor\Unity.exe, run by User.
41% memory in use.
16325 MB physical memory [9582 MB free].
32648 MB paging file [24889 MB free].
8388608 MB user address space [8386418 MB free].
Read from location 446c1170 caused an access violation.

Context:
RDI: 0x00000000 RSI: 0x446c0e50 RAX: 0xe070b5e0
RBX: 0x4379a6c0 RCX: 0x4379a6c0 RDX: 0x446c0e50
RIP: 0xe0633cb6 RBP: 0x00000000 SegCs: 0x00000033
EFlags: 0x00010246 RSP: 0x2cfdf940 SegSs: 0x0000002b
R8: 0x4379a6c0 R9: 0xe070b3f0 R10: 0x30d6cba0
R11: 0xe05e3a20 R12: 0x00000000 R13: 0x3802ea80
R14: 0x42f4e180 R15: 0x2cfdfaa8

Bytes at CS:EIP:
39 aa 20 03 00 00 7e 58 48 8b 05 1b ea 12 00 48

Stack:
0x2cfdf940: 2cfdf9a0 00000000 d8334f7e 000007fe ...,....~O3.....
0x2cfdf950: 00000000 00000000 2c646550 00000000 ........Ped,....
0x2cfdf960: 446c0e50 00000000 e0633d4c 000007fe P.lD....L=c.....
0x2cfdf970: 0b6226e0 00000000 4379a6c0 00000000 .&b.......yC....
0x2cfdf980: 00000080 00000000 32e2f6a0 00000000 ...........2....
0x2cfdf990: 00000000 00000000 e063fedc 000007fe ..........c.....
0x2cfdf9a0: 438a2110 00000000 2c646550 00000000 .!.C....Ped,....
0x2cfdf9b0: 3802ea80 00000000 00000000 00000000 ...8............
0x2cfdf9c0: fffffffe ffffffff 2c83018f 00000000 ...........,....
0x2cfdf9d0: 42f4e180 00000000 e0629075 000007fe ...B....u.b.....
0x2cfdf9e0: 4379a6c0 00000000 0b6226e0 00000000 ..yC.....&b.....
0x2cfdf9f0: 323ad570 00000000 323ad498 00000000 p.:2......:2....
0x2cfdfa00: 3950ad50 00000000 e0629124 000007fe P.P9....$.b.....
0x2cfdfa10: 00000004 00000000 00000000 00000000 ................
0x2cfdfa20: 00000003 00000000 4082610c 00000001 .........a.@....
0x2cfdfa30: 00000000 00000000 e0629b03 000007fe ..........b.....
0x2cfdfa40: 3802ea80 00000000 00000000 00000000 ...8............
0x2cfdfa50: 00000000 00000000 32e2f6a0 00000000 ...........2....
0x2cfdfa60: 00000000 00000000 00000000 00000000 ................
0x2cfdfa70: 0f72af60 00000000 e06290e2 000007fe .r.......b..... 0x2cfdfa80: 00000000 00000000 0bfddbb0 00000000 ................ 0x2cfdfa90: 0f62bdc0 00000000 2c646550 00000000 ..b.....Ped,.... 0x2cfdfaa0: fffffffe ffffffff e070b3d8 000007fe ..........p..... 0x2cfdfab0: 0f72af60 00000000 3950ad50 00000000 .r.....P.P9....
0x2cfdfac0: 4379a6c0 00000000 57a6ce94 00008168 ..yC.......Wh...
0x2cfdfad0: 00000000 00000000 e06347c0 000007fe .........Gc.....
0x2cfdfae0: 3802ea80 00000000 2cfdfc60 00000000 ...8......,.... 0x2cfdfaf0: 00000001 00000000 e069f779 000007fe ........y.i..... 0x2cfdfb00: fffffffe ffffffff 2c646550 00000000 ........Ped,.... 0x2cfdfb10: 00000000 00000000 2c646550 00000000 ........Ped,.... 0x2cfdfb20: 00000001 00000000 e069f6b4 000007fe ..........i..... 0x2cfdfb30: 0f62bdc0 00000000 2cfdfc10 00000000 ..b........,.... 0x2cfdfb40: 32e2f6a0 00000000 00000000 00000000 ...2............ 0x2cfdfb50: 0b6226e0 00000000 323ae99b 00000000 .&b.......:2.... 0x2cfdfb60: 3802ea80 00000000 3802ea80 00000000 ...8.......8.... 0x2cfdfb70: 0f62bdc0 00000000 00000000 00000000 ..b............. 0x2cfdfb80: 0f62bdc0 00000000 00000000 00000000 ..b............. 0x2cfdfb90: 00000000 00000000 32e2f6a0 00000000 ...........2.... 0x2cfdfba0: 0b0b0000 00000000 2c7d00f0 00000000 ..........},.... 0x2cfdfbb0: 2c7b49c0 00000000 30d6cba0 00000000 .I{,.......0.... 0x2cfdfbc0: 323ae8a9 00000000 3802ea80 00000000 ..:2.......8.... 0x2cfdfbd0: 2cfdfc10 00000000 2cfdfb60 00000000 ...,......,....
0x2cfdfbe0: 00000000 00000000 3802ea80 00000000 ...........8....
0x2cfdfbf0: 2c646550 00000000 00000000 00000000 Ped,............
0x2cfdfc00: 0b6226e0 00000000 32e2f6a0 00000000 .&b........2....
0x2cfdfc10: 2cfdfc60 00000000 323ae57a 00000000 ..,....z.:2.... 0x2cfdfc20: 3802ea80 00000000 2c646550 00000000 ...8....Ped,.... 0x2cfdfc30: 00000000 00000000 00000000 00000000 ................ 0x2cfdfc40: 323ae490 00000000 00000000 00000000 ..:2............ 0x2cfdfc50: 3802ea80 00000000 0b0b0000 00000000 ...8............ 0x2cfdfc60: 2cfdfd10 00000000 323ada67 00000000 ...,....g.:2.... 0x2cfdfc70: 3802ea80 00000000 00000000 00000000 ...8............ 0x2cfdfc80: 3802ea80 00000000 2cfdfa80 00000000 ...8.......,.... 0x2cfdfc90: 2cfdfd70 00000000 00000000 00000000 p..,............ 0x2cfdfca0: 3802ea80 00000000 00000000 00000000 ...8............ 0x2cfdfcb0: 00000000 00000000 00000000 00000000 ................ 0x2cfdfcc0: 00000000 00000000 00000000 00000000 ................ 0x2cfdfcd0: 0b0b0000 00000000 2c646550 00000000 ........Ped,.... 0x2cfdfce0: 00000000 00000000 2cfdfe60 00000000 ..........,....
0x2cfdfcf0: 323ad570 00000000 fffffffe ffffffff p.:2............
0x2cfdfd00: 2cce0000 00000000 323ad570 00000000 ...,....p.:2....
0x2cfdfd10: 2cfdfd70 00000000 323ad498 00000000 p..,......:2....
0x2cfdfd20: 0b0b0000 00000000 00000000 00000000 ................
0x2cfdfd30: 3802ea80 00000000 2c646550 00000000 ...8....Ped,....
0x2cfdfd40: 00000000 00000000 3802ea80 00000000 ...........8....
0x2cfdfd50: 0b0b0000 00000000 fffffffe ffffffff ................
0x2cfdfd60: 2cce0000 00000000 323ad420 00000000 ...,.... .:2....
0x2cfdfd70: 2cfdfe00 00000000 0b6227e8 00000000 ...,.....'b.....
0x2cfdfd80: 00000000 00000000 d83eb7ab 000007fe ..........>.....
0x2cfdfd90: 3802ea80 00000000 2c646d48 00000000 ...8....Hmd,....
0x2cfdfda0: 00000000 00000000 2cfdfe60 00000000 ........`..,....
0x2cfdfdb0: 00000000 00000000 3802ea80 00000000 ...........8....
0x2cfdfdc0: 00000000 00000000 00000000 00000000 ................
0x2cfdfdd0: 0b0b0000 00000000 00000001 00000000 ................
0x2cfdfde0: 00000000 00000000 0b6226e0 00000000 .........&b.....
0x2cfdfdf0: 32e2f6a0 00000000 2c646d48 00000000 ...2....Hmd,....
0x2cfdfe00: 2c646d48 00000000 d82c8405 000007fe Hmd,......,.....
0x2cfdfe10: 3802ea80 00000000 00000000 00000000 ...8............
0x2cfdfe20: 32e2f6a0 00000000 3802ea80 00000000 ...2.......8....
0x2cfdfe30: 00000000 00000000 00000001 00000000 ................
0x2cfdfe40: 00002d63 00000000 2c646550 00000000 c-......Ped,....
0x2cfdfe50: 00016b18 00000000 d82c8619 000007fe .k........,.....
0x2cfdfe60: 00000000 00000000 4ad64e20 00000000 ........ N.J....
0x2cfdfe70: 39952750 00000000 00001888 00000000 P'.9............
0x2cfdfe80: 2c7b4500 00000000 d82c8725 000007fe .E{,....%.,.....
0x2cfdfe90: 4ad64e20 00000000 d82c8674 000007fe N.J....t.,.....
0x2cfdfea0: 00000000 00000000 00000000 00000000 ................
0x2cfdfeb0: 00000000 00000000 2c7b4500 00000000 .........E{,....
0x2cfdfec0: 2c64fcf0 00000000 d8333c6b 000007fe ..d,....k<3.....
0x2cfdfed0: 2c64fcf0 00000000 d82c8674 000007fe ..d,....t.,.....
0x2cfdfee0: 00000000 00000000 00000000 00000000 ................
0x2cfdfef0: 00000000 00000000 d83e8921 000007fe ........!.>.....
0x2cfdff00: 00000000 00000000 00000000 00000000 ................
0x2cfdff10: 00000000 00000000 00000000 00000000 ................
0x2cfdff20: 00000000 00000000 d83e8f4f 000007fe ........O.>.....
0x2cfdff30: 00002168 00000000 00000000 00000000 h!..............
0x2cfdff40: 2c65bff0 00000000 00000000 00000000 ..e,............
0x2cfdff50: 00000000 00000000 7744652d 00000000 ........-eDw....
0x2cfdff60: 2c65bff0 00000000 00000000 00000000 ..e,............
0x2cfdff70: 00000000 00000000 00000000 00000000 ................
0x2cfdff80: 00000000 00000000 7757c541 00000000 ........A.Ww....
0x2cfdff90: 00000000 00000000 00000000 00000000 ................
0x2cfdffa0: 00000000 00000000 00000000 00000000 ................
0x2cfdffb0: 774c9300 00000000 774c9300 00000000 ..Lw......Lw....
0x2cfdffc0: 2cfdeaf0 00000000 00000000 00000000 ...,............
0x2cfdffd0: 00000000 00000000 00000000 00000000 ................
0x2cfdffe0: 00000000 00000000 00000000 00000000 ................
0x2cfdfff0: 00000000 00000000 00000000 00000000 ................

BSoftBody editor not saving mesh data?

Hi, I am having this issue but I am not sure whether I am doing something wrong or not.

I am running the git version of BulletSharp, and I even tried #54 with no luck.

BSoftBody editor for me does not save the mesh data which results in not being able to edit+save any settings, see this video for an example

Even getting all settings right and then trying to save it, I get this error when play testing, where Wheel 1 is my BSoftBody.

Could not build mesh from meshSettings for Wheel 1 (BulletUnity.BSoftBodyWMesh)
UnityEngine.Debug:LogError(Object)
BulletUnity.BSoftBodyWMesh:_BuildCollisionObject() (at Assets/BulletUnity/Scripts/SoftBody/BSoftBodyWMesh.cs:33)
BulletUnity.BCollisionObject:GetCollisionObject() (at Assets/BulletUnity/Scripts/BCollisionObject.cs:168)
BulletUnity.BSoftBodyEditor:OnSceneGUI() (at Assets/BulletUnity/Scripts/Editor/BSoftBodyEditor.cs:239)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Any tips would be appreciated. Thanks!

[Bug] Physics reacting bad when you have a big value on the collider shape extents

Hi there, i was trying last night to integrate bullet physics in our game, i noticed that if you have a very big value on a shape this will lead to non-correct physics, it will cause your character controller to jump up and down.

You can fix it by lowering the value of the shape box, however is something that we may want to check.

Steps to reproduce:
1 - New Scene
2 - Create Box Shape of 10000, 0, 10000 in the extents
3 - Add character controller or a rigidbody and move it.
4 - Profit!

FixedUpdate not called in every frame

Hey everybody,

first of all thanks to @Phong13 for the awesome work!

I'm having trouble with a very simple test: I created Scene with BBox and added a Component that just adds an upward force as such:

public class Float : MonoBehaviour {

    public Vector3 force;

    BRigidBody rb;

    void Start () {
        rb = GetComponent<BRigidBody>();
    }

    private void FixedUpdate()
    {
        rb.AddForce(force);
        Debug.Log("Unity: " + Time.frameCount);
        Debug.Log("bphysics: " + BPhysicsWorld.Get().frameCount);
    }
}

the force Vector is set to (0, 10, 0). Gravity in BulletPhysicsWorld is set to -9.81. The mass of the BBox is 1. I expected the box to slowly accelerate up, but it just drops to the floor.

The debug output tells me that both the Unity and the BPhysicsWorld provided frameCount do not increase by 1. Sometimes by 2, sometimes they don't increase. It is possible that I miss some frames? I'm clear on the fact that hovering this object can only work if the force is applied on every frame. As I increased the upward force, at some point there is some jerky movement of the box:

https://youtu.be/tf4bAij0SAE

Please note that the same Script works as expected staying in the Unity PhysX World.

I didn't touch the Script Execution order or anything else. I'm using Unity 2018.2.5f1 Personal and BulletUnity from the Asset Store.

Some errors in SoftBody example

Unity3d version: 5.3.6f1
OS: OSX

When I open the HighPolySkinnedMeshDrivenByLowPolySoftBody scene, there is no error. But when I run the scene in editor mode, I got such errors:

BRigidBody component Anchor Kinematic does not have a BCollisionShape component.
UnityEngine.Debug:LogErrorFormat(String, Object[])
BulletUnity.BRigidBody:Awake() (at Assets/BulletUnity/Scripts/BRigidBody.cs:407)

BRigidBody component Anchor Kinematic 2 does not have a BCollisionShape component.
UnityEngine.Debug:LogErrorFormat(String, Object[])

BulletUnity.BRigidBody:Awake() (at Assets/BulletUnity/Scripts/BRigidBody.cs:407)
BRigidBody component Anchor Kinematic 1 does not have a BCollisionShape component.
UnityEngine.Debug:LogErrorFormat(String, Object[])

BulletUnity.BRigidBody:Awake() (at Assets/BulletUnity/Scripts/BRigidBody.cs:407)
There was no collision shape component attached to this BRigidBody. Anchor Kinematic
UnityEngine.Debug:LogErrorFormat(String, Object[])

BulletUnity.BRigidBody:_BuildCollisionObject() (at Assets/BulletUnity/Scripts/BRigidBody.cs:382)

BulletUnity.BCollisionObject:GetCollisionObject() (at Assets/BulletUnity/Scripts/BCollisionObject.cs:165)
BSoftBodyPartOnSkinnedMesh:_BuildCollisionObject() (at Assets/BulletUnity/Scripts/SoftBody/BSoftBodyPartOnSkinnedMesh.cs:415)
BulletUnity.BPhysicsWorld:AddSoftBody(BSoftBody) (at Assets/BulletUnity/Scripts/BPhysicsWorld.cs:480)
BulletUnity.BSoftBody:AddObjectToBulletWorld() (at Assets/BulletUnity/Scripts/SoftBody/BSoftBody.cs:59)
BulletUnity.BCollisionObject:Start() (at Assets/BulletUnity/Scripts/BCollisionObject.cs:201)

NullReferenceException: Object reference not set to an instance of an object
BulletSharp.SoftBody.SoftBody.AppendAnchor (Int32 node, BulletSharp.RigidBody body, Boolean disableCollisionBetweenLinkedBodies, Single influence) (at Assets/Plugins/BulletUnity/BulletSharp/SoftBody/SoftBody.cs:3321)
BSoftBodyPartOnSkinnedMesh._BuildCollisionObject () (at Assets/BulletUnity/Scripts/SoftBody/BSoftBodyPartOnSkinnedMesh.cs:415)
BulletUnity.BPhysicsWorld.AddSoftBody (BulletUnity.BSoftBody softBody) (at Assets/BulletUnity/Scripts/BPhysicsWorld.cs:480)
BulletUnity.BSoftBody.AddObjectToBulletWorld () (at Assets/BulletUnity/Scripts/SoftBody/BSoftBody.cs:59)
BulletUnity.BCollisionObject.Start () (at Assets/BulletUnity/Scripts/BCollisionObject.cs:201)

There was no collision shape component attached to this BRigidBody. Anchor Kinematic
UnityEngine.Debug:LogErrorFormat(String, Object[])
BulletUnity.BRigidBody:_BuildCollisionObject() (at Assets/BulletUnity/Scripts/BRigidBody.cs:382)
BulletUnity.BPhysicsWorld:AddRigidBody(BRigidBody) (at Assets/BulletUnity/Scripts/BPhysicsWorld.cs:412)
BulletUnity.BRigidBody:AddObjectToBulletWorld() (at Assets/BulletUnity/Scripts/BRigidBody.cs:427)
BulletUnity.BCollisionObject:Start() (at Assets/BulletUnity/Scripts/BCollisionObject.cs:201)

There was no collision shape component attached to this BRigidBody. Anchor Kinematic 2
UnityEngine.Debug:LogErrorFormat(String, Object[])
BulletUnity.BRigidBody:_BuildCollisionObject() (at Assets/BulletUnity/Scripts/BRigidBody.cs:382)
BulletUnity.BPhysicsWorld:AddRigidBody(BRigidBody) (at Assets/BulletUnity/Scripts/BPhysicsWorld.cs:412)
BulletUnity.BRigidBody:AddObjectToBulletWorld() (at Assets/BulletUnity/Scripts/BRigidBody.cs:427)
BulletUnity.BCollisionObject:Start() (at Assets/BulletUnity/Scripts/BCollisionObject.cs:201)

There was no collision shape component attached to this BRigidBody. Anchor Kinematic 1
UnityEngine.Debug:LogErrorFormat(String, Object[])
BulletUnity.BRigidBody:_BuildCollisionObject() (at Assets/BulletUnity/Scripts/BRigidBody.cs:382)
BulletUnity.BPhysicsWorld:AddRigidBody(BRigidBody) (at Assets/BulletUnity/Scripts/BPhysicsWorld.cs:412)
BulletUnity.BRigidBody:AddObjectToBulletWorld() (at Assets/BulletUnity/Scripts/BRigidBody.cs:427)
BulletUnity.BCollisionObject:Start() (at Assets/BulletUnity/Scripts/BCollisionObject.cs:201)

Weird collisions when using bullet physics Unity Plugin

Hi,
When perform collisions using bullet physics inside Unity3D, the object just collide and jump over like flying in the air.

Not able to understand what is the issue.
The models are exporting models from NX (nx ugs) and then maya to fbx.

Kindly waiting for your reply.

Thank You.

Soft body example scenes are broken since 2019.1.1f1

Hi,
I wanted to make use of your package for soft bodies simulation and I found out that something must have changed between 2018 and 2019 Unity releases.
See attached image for meaning of "broken":
image
image

Skinned mesh triangles seems to be quite randomized.
I've tested it with current master commit and Unity Package's imported one.

2018.4.6f1 is the last release where soft skinned mesh behaves for me correctly.
Checked on Windows only.

I could not find any related change in changelog... https://unity3d.com/unity/whats-new/2019.1.0

My unity3d editor crashes log.

0x000000022E774DDC (Mono JIT Code) (wrapper managed-to-native) BulletSharp.CollisionWorld:btCollisionWorld_delete (intptr)
0x000000022E77497B (Mono JIT Code) BulletSharp.CollisionWorld:Dispose (bool)
0x000000022E7731AB (Mono JIT Code) BulletSharp.DynamicsWorld:Dispose (bool)
0x000000022E772BFC (Mono JIT Code) BulletSharp.CollisionWorld:Finalize ()
0x00000002FF07B6EC (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_virtual_void__this__ (object,intptr,intptr,intptr)

My unity3d editor crashes log. From this, it can be seen that libbulletc.dll causes frequent crashes. Thanks for updating libbulletc.dll.

softbody anchor to Kinematic rigidbody failed, the soft cloth fly away

Hi,@Phong13,
Thanks for your great work.
I try use your bullet uinty script to simulate a skirt mesh anchor to a Kinematic rigidboy in hip root bone node.
Everything was created and seemed very well. Some details are showed as follows:
1

2

But I stepsimulate and redraw this skirt mesh , it fly away around rigidboy node.
3

So what key points was lost for me?

HelperType = Thread,in Samsung s7 crash

Hi,@Phong13

use BThreadedWorldHelper in android crash

crash log is here:

10-10 18:05:26.885 E/CRASH (32646): signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0000000000000000

10-10 18:05:26.885 E/CRASH (32646): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***

10-10 18:05:26.885 E/CRASH (32646): Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a'

10-10 18:05:26.885 E/CRASH (32646): Build fingerprint: 'samsung/heroqltezc/heroqltechn:6.0.1/MMB29M/G9300ZCU2APL2:user/release-keys'

10-10 18:05:26.885 E/CRASH (32646): Revision: '15'

10-10 18:05:26.885 E/CRASH (32646): pid: 32646, tid: 32726, name: UnityMain >>> com.xxx.xxx<<<

10-10 18:05:26.885 E/CRASH (32646): x0 0000007f85cf6c60 x1 0000000000000000 x2 0000000000000001 x3 0000000000000000

10-10 18:05:26.885 E/CRASH (32646): x4 0000007faf3fc000 x5 0000000000000000 x6 0000000000000001 x7 0000007f8970b4f0

10-10 18:05:26.885 E/CRASH (32646): x8 000000004180e1c5 x9 000000004167b3f0 x10 00000000c20e9b81 x11 00000000c214fa87

10-10 18:05:26.885 E/CRASH (32646): x12 0000007f85cf6c60 x13 000000004056fb70 x14 0000007f85cf3514 x15 0000000000000000

10-10 18:05:26.885 E/CRASH (32646): x16 0000000000000038 x17 0000007faf3bb000 x18 0000007f8d5198a0 x19 0000007f85cf3510

10-10 18:05:26.885 E/CRASH (32646): x20 0000007f8543ad30 x21 0000007f8a9f6748 x22 0000007f85cf3510 x23 0000007f8a9f6748

10-10 18:05:26.885 E/CRASH (32646): x24 0000007f8970b4f0 x25 0000007f89962b80 x26 0000007f899a7c00 x27 00000000021831a0

10-10 18:05:26.885 E/CRASH (32646): x28 0000000000000000 x29 0000007f8970af00 x30 0000007f89bec32c

10-10 18:05:26.885 E/CRASH (32646): sp 0000007f8970aee0 pc 0000007f89bec47c pstate 0000000020000000

10-10 18:05:26.885 E/CRASH (32646):

10-10 18:05:26.885 E/CRASH (32646): backtrace:

in windows :

Stack Trace of Crashed Thread 19108:

0x00007FFD1FDA715A (libbulletc) HACD_HACD_delete
0x00007FFD1FDB4C81 (libbulletc) HACD_HACD_delete
0x00007FFD1FDB4D46 (libbulletc) HACD_HACD_delete
0x00007FFD1FDB4ED4 (libbulletc) HACD_HACD_delete
0x00007FFD1FE207C9 (libbulletc) HACD_HACD_delete
0x00007FFD1FE2067F (libbulletc) HACD_HACD_delete
0x0000000048CF3774 (BulletUnity) BulletSharp.DynamicsWorld.btDynamicsWorld_stepSimulation3()
0x0000000048CF3603 (BulletUnity) BulletSharp.DynamicsWorld.StepSimulation()
0x0000000048CF2AC3 (Assembly-CSharp) BulletUnity.BThreadedWorldHelper.PhysicsUpdate()
0x0000000048CF24BB (Assembly-CSharp) BulletUnity.BThreadedWorldHelper.OnTimedEvent()
0x0000000048CF0F61 (Assembly-CSharp) BulletUnity.MicroTimer.NotificationTimer()
0x0000000048CF09C3 (Assembly-CSharp) BulletUnity.MicroTimer.b__19_0()
0x00000000471B8A3F (mscorlib) System.Threading.ThreadHelper.ThreadStart_Context()
0x00000000471B78F1 (mscorlib) System.Threading.ExecutionContext.RunInternal()
0x00000000471B6F2B (mscorlib) System.Threading.ExecutionContext.Run()
0x00000000471B6D63 (mscorlib) System.Threading.ExecutionContext.Run()
0x00000000471B68BB (mscorlib) System.Threading.ThreadHelper.ThreadStart()
0x0000000046D15270 (mscorlib) System.Object.runtime_invoke_void__this__()
0x00007FFD0F06BE7B (mono-2.0-bdwgc) [c:\buildslave\mono\build\mono\mini\mini-runtime.c:2809] mono_jit_runtime_invoke
0x00007FFD0EFF1E32 (mono-2.0-bdwgc) [c:\buildslave\mono\build\mono\metadata\object.c:2919] do_runtime_invoke
0x00007FFD0EFFB012 (mono-2.0-bdwgc) [c:\buildslave\mono\build\mono\metadata\object.c:3071] mono_runtime_invoke_checked
0x00007FFD0F01549F (mono-2.0-bdwgc) [c:\buildslave\mono\build\mono\metadata\threads.c:1043] start_wrapper_internal
0x00007FFD0F0151E6 (mono-2.0-bdwgc) [c:\buildslave\mono\build\mono\metadata\threads.c:1093] start_wrapper
0x00007FFD55197BD4 (KERNEL32) BaseThreadInitThunk
0x00007FFD55A2CEE1 (ntdll) RtlUserThreadStart

Ahead-of-time simulation via StepSimulation call does not match realtime simulation

Repro scene package (Unity 5.3.5):
https://dl.dropboxusercontent.com/u/561110/bulletAheadOfTimeSimulation.unitypackage

Hit play and click the left mouse button. A launch force is added to a clone ball and its trajectory is calculated in a single frame using DynamicsWorld.StepSimulation method. Right afterwards, the same force is added to the original ball. The two simulations don't match, as can be seen by the ghost objects left behind by the ahead-of-time simulation.

Also, sometimes the original ball fails to be affected by the force applied to it and simply falls straight down. Play the scene several times to notice that the ball sometimes launches forward with the applied force and sometimes falls straight down.

issues on IOS build

there are conflicting problem with
getfacevertexdata
facevertexnormaldata
linkvertexnormaldata and tetravertexnormaldata c++ declarations in softbody.cs
when using il2cpp, because they are duplicated for Vector[] and float[].
Il2cpp transform them as btscalar* ans it makes a conflict when building in xcode

Support for Linux

Hi, I just imported your asset from the Unity asset Store, and as I expected Linux support is not there. I tried compiling libbulletc from your fork of BulletSharpPInvoke but I only got a bunch of libBulletCollision.a, libLinearMath.a etc. I tried copying the libbulletc.so from something I downloaded here: http://andrestraks.github.io/BulletSharp/ but Unity still throws a DllNotFoundException libbulletc.

I am using the Linux Unity editor version 5.5.1xf1Linux Personal.

callback like fixedupdate of unity?

i would need a callback like fixedupdate from the physics engine. can i just use fixed update or is there something hidden somewhere?

is the BPhysicsWorldLateHelper doing the stepping of the physics engine? but why is it done both in update and fixedupdate?

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