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PostPosted: Tue Feb 28, 2012 9:37 am 
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Joined: Sun Nov 15, 2009 6:28 am
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As I understand it, coefficient of restitution and coefficient of friction are defined w.r.t pairs of surfaces. However, Bullet lets users define coefficients of friction per rigid body. How is the resultant coefficient of restitution (or for that matter, the coefficient of friction) between two objects calculated? Is it perhaps the product of the individual coefficients?

The questions above relate to the problem I am having regarding the bounciness of a ball (collision shape: btSphereShape) on a static plane (collision shape: btBvhTriangleMeshShape). Even if I set the coefficient of restitution of both to 0.0, the ball does not stick to the plane as expected but bounces off of it. I would like the ball to stick to the surface of the plane instead.

Could someone point out how I ought to go about this?


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PostPosted: Tue Feb 28, 2012 6:44 pm 
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The restitution/friction is approximate in the Bullet library, but you can make some changes that improves it:
balajeerc wrote:
How is the resultant coefficient of restitution between two objects calculated?

It is computed in Bullet\src\BulletCollision\CollisionDispatch\btManifoldResult.cpp, see calculateCombinedFriction and calculateCombinedRestitution.

You can change the source code, or override it, by setting the
Code:
bool MyContactCallback(btManifoldPoint& cp,   const btCollisionObject* colObj0,int partId0,int index0,const btCollisionObject* colObj1,int partId1,int index1)
{
   cp.m_combinedFriction = 0.f;
   cp.m_combinedRestitution = 0.f;
   return true;
}

gContactAddedCallback = MyContactCallback;

//for each body that you want the callback, enable it:
body->setCollisionFlags(body->getCollisionFlags()| btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);


balajeerc wrote:
Even if I set the coefficient of restitution of both to 0.0, the ball does not stick to the plane as expected but bounces off of it.

Try enabling split impulse, it will prevent the added energy (velocity) from penetrations.
Code:
m_dynamicsWorld->getSolverInfo().m_splitImpulse = true;


Hope this helps,
Erwin


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PostPosted: Wed Feb 29, 2012 1:40 am 
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Joined: Sun Nov 15, 2009 6:28 am
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Erwin, thanks for responding. Yes, that does help clarify things. Thanks a ton!


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