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I've dug through the docs and the type definition files, I need to determine the current rotation and translation lock state of an a rigid body that has already been added to the simulation (RigidBody…
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Hi, In my project I would like reuse some rigid body, so stop them, move and sleep, I tried with:
```ts
reset(world :World) {
let collider = world.getCollider(this.colliderId);
let rigidB…
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A number of people and companies have expressed an interest in having a GLTF extension which can describe rigid body physics.
A number of popular physics engines are widely used, each with a differ…
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### Bug Description
In ```warp/sim/collide.py```, ```wp.clone``` are used to create new arrays when ```requires_grad=True```:
```
model.soft_contact_body_pos = wp.clone(model.soft_contact_body_po…
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https://github.com/bulletphysics/bullet3/assets/124918259/b745ab77-68f7-4580-bfcd-3abfd0c52055
Can someone point out why this is happening ? The robot hand is a rigid body (URDF File) and the cylin…
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I am interested in creating a simulation model for a hybrid rigid-flexible robot. My approach involves importing the rigid body model from a URDF file into Python and then using PyElastica to model th…
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- Create space ship sprite to be used over the cursor
- Give the cursor a rigid body so that it can collide with obstacles
- play around with fun animations
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I don't know if this is a Bullet Physics Engine bug or what but if you create new sections of a scene after loading it initially, 3D physics will bog down the entire game engine badly. If you save the…
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### Tested versions
4.1 - 4.2.Stable - 4.3.Preview.6
### System information
Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 31.0.15.5244) - I…
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### Is there an existing issue for this?
- [X] I have searched the existing issues
### Problem description
Currently the rigid body constraint seems only to work for faces, not the entire body or s…