Contact sensor not sensing collisions in Bullet Physics engine
Hello,
So I am having problems running tests using the Bullet physics engine through Gazebo. Initially I set up a world with the ODE physics engine, a block model with a contact sensor and another block model both floating in space. I created a model plugin that pushed the block with the contact sensor towards the other block, once the blocks collied I got data from the contact sensor. Now I have set up a world file with these physics properties
<physics type="bullet">
<gravity> 0.0 0.0 0.0</gravity>
<max_step_size>0.001</max_step_size>
<real_time_factor>1</real_time_factor>
<real_time_update_rate>1000</real_time_update_rate>
<max_contacts>10000</max_contacts>
<bullet>
<solver>
<type>sequential_impulse</type>
<iters>50</iters>
<sor>1.4</sor>
<min_step_size>0.0000001</min_step_size>
</solver>
<constraints>
<cfm>0</cfm>
<erp>1</erp>
<split_impulse>1</split_impulse>
<split_impulse_penetration_threshold>0</split_impulse_penetration_threshold>
<contact_surface_layer>0</contact_surface_layer>
</constraints>
</bullet>
</physics>
Keeping everything else the same, and for some reason when the blocks collide I do not get any information from my contact sensor with regards to a collision occurring. Its as if nothing happened, however visually the models bounce of each other since they are floating in space.
I was hoping maybe some one could explain to me why I am getting no data. Could it be because of my physics properties? Or could it be because my control plugin doesnt have something set with respect to Bullet? I would assume the the control plugin used to detect collision when running the program in ODE should also work in Bullet.
Any help would be greatly appreciated :)
Thanks Francis123
Hi, Did you manage to resolve this issue, I am currently experiencing the same behaviour. If you have any results i would aprreciate it,