I'm using BulletSharp, a C# distribution of the bullet library. I have been getting some bouncing in an object that supposedly has Restitution of 0.0f.
I have one dynamic cylinder (what will be a mesh soon) falling to rest on two static cylinders. Like so:
The cylinder on top often bounces around wildly, usually bouncing off to the side.
Here's the code I'm using to set up the scene:
//now figure out bulletsharp stuff...
CollisionConfiguration collConfig = new DefaultCollisionConfiguration();
Dispatcher collDispatch = new CollisionDispatcher(collConfig);
BroadphaseInterface broadphase = new DbvtBroadphase();
ConstraintSolver sol = new SequentialImpulseConstraintSolver();
world = new DiscreteDynamicsWorld(collDispatch, broadphase, sol, collConfig);
world.Gravity = new Vector3(0.0f, -10.0f, 0.0f);
//log (moving object)
MotionState still = new DefaultMotionState();
CylinderShape shape = new CylinderShapeZ(0.5f, 1.0f, 1.0f);
still.WorldTransform = Matrix.Translation(0.0f, 0.4f, 0.0f);
RigidBodyConstructionInfo constructInfo = new RigidBodyConstructionInfo(1.0f, still, shape);
logBody = new RigidBody(constructInfo);
logBody.SetDamping(0.04f, 0.1f);
world.AddRigidBody(logBody);
//rollers (static objects)
CylinderShape r1s = new CylinderShapeZ(0.1f, 1.0f, 1.0f);
MotionState r1m = new DefaultMotionState();
r1m.WorldTransform = Matrix.Translation(-0.2f, -0.4f, 0.0f);
RigidBodyConstructionInfo r1ci = new RigidBodyConstructionInfo(0.0f, r1m, r1s);
r1 = new RigidBody(r1ci);
world.AddRigidBody(r1);
CylinderShape r2s = new CylinderShapeZ(0.1f, 1.0f, 1.0f);
MotionState r2m = new DefaultMotionState();
r2m.WorldTransform = Matrix.Translation(0.2f, -0.4f, 0.0f);
RigidBodyConstructionInfo r2ci = new RigidBodyConstructionInfo(0.0f, r2m, r2s);
r2 = new RigidBody(r2ci);
world.AddRigidBody(r2);
And every frame I use world.StepSimulation(0.05f, 100, 0.0005f);
to update the physics simulation.
Am I missing any obvious settings? Why is my simulation doing this?
Small update: I have successfully made a similar simulation in Blender's Bullet stuff. There was no bouncing there... I don't know what difference there might be between that and this.