A patch catches the wind.
This native Ammo study follows the pinned soft-body cloth example: a 20×15 patch is anchored to a motorized arm, simulated in a soft-rigid world, and written back into a lit Three.js surface.
Preparing the native soft-body cloth world...
- physics
- -
- rigid bodies
- -
- cloth nodes
- -
- anchors
- -
- normals
- 0
- motor
- 0.00
- steps
- 0
- sample
- -
Q/A also move the source-style arm motor. Deterministic controls expose the native patch/anchor/normal path without claiming exact official texture, Stats, pixel, or whole-example fidelity.
btSoftRigidDynamicsWorldsoft-body + rigid-body worldCreatePatch20×15 / 336 nodesappendAnchortwo arm endpoints / 0.5 influenceenableAngularMotorsource Q/A arm movementcomputeVertexNormalslive cloth surface normalsDirect Ammo bindings are used because the installed AmmoPhysics helper does not expose soft-body patch creation or anchor APIs.
Based on the pinned official Ammo cloth example. This is a native behavior lab with deterministic controls, not a claim of exact official page, grid texture, Stats, pixel, device/perf/stress, or whole-example fidelity.