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apply_torque_impulse() problem with Bullet #21487
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Currently testing on a build of The reproduction project gives the same result as the above gif. However, when I tried to recreate the project, I didn't encounter the bug: Here's my project recreation: BulletJoints.zip |
Dang, nice find. Looks like Bullet uses the |
So actually it's more a problem of convention than an implementation issue. Maybe those details should be clearly documented somewhere in the docs, especially those points :
|
Yes I can confirm that in Bullet is possible to "Customize", by moving shapes, the center of mass. Would be awesome if someone could write it in the documentation. |
Yes it's nice to be able to set the center of mass where we want by adjusting the relative position of the Edit : I've opened this issue as a remainder to talk about it in the docs |
Godot version:
Godot 3.1 #2928091
OS:
Ubuntu 18.04
Issue description:
With a simple pendulum (a RigidBody attached with a HingeJoint), if we apply
a single torque impulse, we expect the pendulum to start oscillating.
It correctly does so with GodotPhysics but it doesn't with Bullet. With
Bullet the pendulum starts rotating at constant speed.
Here is a video of the problem, first Bullet, then GodotPhysics.
Steps to reproduce:
Create a RigidBody attached to a HingeJoint, apply a single torque impulse on it with
apply_torque_impulse()
. Switch between Bullet and GodotPhysics in the project settingsto observe the different behaviors.
Minimal reproduction project:
apply_torque.zip
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