Hello, I’m trying to use Ammo directly to create soft body entities, which the documentation suggests is possible, but either I’m missing something or this is not possible without forking the engine.
Here is where the physics world is created using Ammo in the engine.
It uses the Ammo.btDiscreteDynamicsWorld
constructor which returns a world instance that does not have the ability to add soft bodies. The Bullet user manual suggests (page 7) you need to use the btSoftRigidDynamicsWorld
constructor if you want to be able to add soft bodies to the world.
Seeing as how the component system in the engine file referenced above handles calling the the stepSimulation
on the physics world returned from btDiscreteDynamicsWorld
and all the other rigid bodies I don’t see how it would be possible for me to create a separate physics world for the soft body that can still interact with the rest of the rigid bodies in the project.
One option of course is to fork the engine and change the btDiscreteDynamicsWorld
to btSoftRigidDynamicsWorld
, but that’s not ideal. Any help / direction on if I’m just missing / not understanding something would be greatly appreciated!