A few basic concepts
Now, we will explore some basic ideas behind the vast Bullet library in the next sections.
Understanding rigid bodies
Rigid bodies are the basic building block of all physics simulations. Like in the real world, a rigid body has some properties such as mass, position, velocity, inertia as well as motion states, and so on. The rigid body is assumed to be solid and thus incapable of being deformed by the exerting forces.
Static, dynamic, and kinematic rigid bodies
There are three different types of objects in Bullet. They are as follows:
- Dynamic (moving) rigid bodies:
- Positive mass
- On every simulation frame, the dynamic world will update its world transform
- Static rigid bodies:
- Zero mass
- Cannot move or collide
- Kinematic rigid bodies:
- Zero mass
- They can be animated by the user, but there will be only one-way interaction and dynamic objects will be pushed away, however there is no influence from dynamics objects
Collision shapes
Like graphical meshes, collision shapes allow collision...