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Rigid bodies limitation about gpusph HOT 2 CLOSED

gpusph avatar gpusph commented on June 8, 2024
Rigid bodies limitation

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Comments (2)

Narcolessico avatar Narcolessico commented on June 8, 2024

Hello Ehsan,

thank you for the feedback. A generic shape class is almost ready: it is called STLMesh since it loads an arbitrary mesh from a STL file, then it places a boundary particle in each vertex. It supports rigid body dynamics and collisions, all through ODE. So all you need is a little more patience ;)

If you want to implement it by yourself, you could extend the Cone class and set the inertia by yourself (dMass.I). Be careful with the center of mass, ODE handles it in a weird way sometimes. If you also need collisions, then you need a ODE Trimesh. ODE can compute the object inertia automatically from the mesh, but assumes it has a homogeneous density.

Crixus is mostly useful to preprocess scenarios you want to simulate with SA_BOUNDARY. It could be a nice workaround to use it instead of the STLMesh class, but you would still have to set the inertia matrix manually in ODE. If you are using LJ boundaries, then the standard Cone::Fill() will suffice.

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alda30 avatar alda30 commented on June 8, 2024

Thank you very much for the hints.
Well, I try to extend the Cone class myself until the new GPUSPH releases.
I hope it to be released soon!

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