Buoyancy collision active?

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Buoyancy collision active?

Postby Lax » Mon Dec 17, 2018 4:15 pm

Hi,

I'm testing newton buoyancy again. I orientated on the sandbox demo 'ArchimedesBuoyancy'.
It worked in the past. But now, suddenly buoyancy does work, but the other bodies can not get in to the fluid area, because the collide with buoyance body collision, before they can get inside.

Is this a bug, or how can I solve this?

Best Regards
Lax
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Re: Buoyancy collision active?

Postby Lax » Wed Dec 19, 2018 1:43 pm

I made some more tests. It seems, that the collision detection of the body with the buoyancy and all other bodies that fall into the "water" do collide with the buoyancy body. Is this a bug?

In the past the bodies got into the buoyancy body and moved up and down according to alchimedes buoyance.
I observe that the body on the buoyancy body does move up and down but just a little bit, because it does collide with the buoyance body.

What I also do not understand is the fluid plane, I set it to vector3(0, 1, 0), d = 1.5, but what does the plane? What is the 1.5 offset height? As I see, the height does not work correctly, I get results, which I do no understand.

Best Regards
Lax
Lax
 
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Re: Buoyancy collision active?

Postby Lax » Wed Dec 19, 2018 2:39 pm

Ok, found one bug at my site, which I did not know, that this is wrong:
- My buoyancy body had a tree collision which seems not to work correctly. I changed to convex hull. Now the other bodies do no collide anymore.

So just the question with the fluidplane and the offset height is remaining.

Best Regards
Lax
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Re: Buoyancy collision active?

Postby Julio Jerez » Wed Dec 19, 2018 2:41 pm

This may have to do with the optimization I have been makin in the pass few month.
It if happen in the and box I will check it out tonight.

does it happens in the sandbox demos?
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Re: Buoyancy collision active?

Postby Lax » Wed Dec 19, 2018 5:35 pm

Hm, I do not know, because as soon as I throw the brick into buoyancy, the appliction does hang.
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Re: Buoyancy collision active?

Postby Julio Jerez » Wed Dec 19, 2018 5:53 pm

What hangs, the sand box demo?
I can't play now.
Also are you playng the later version or are you running and older version?

Oh I see at the beginning you say this is the sdk demo, so is failing in the sdk I assume.
But now you say it hangs.?
Any way I will check out tonight.
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Re: Buoyancy collision active?

Postby Julio Jerez » Thu Dec 20, 2018 8:27 am

indeed it was the optimization, I forget that kinematics with no collision act as volumes that capture overlapping dynamics and I simple made a naïve test that kinematic with no collidable are earlly rejected.

my mistake, please try again is should be good now.
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Re: Buoyancy collision active?

Postby Lax » Fri Dec 21, 2018 5:18 pm

Ok, thanks a lot. Now it does work correctly.

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