Search found 15 matches

by manmohan29
Mon May 08, 2017 1:26 pm
Forum: General Bullet Physics Support and Feedback
Topic: Graphical mesh lag behind collision shape in DebugDraw
Replies: 1
Views: 3700

Graphical mesh lag behind collision shape in DebugDraw

When we Debug draw the physics world, Is it normal that moving rigid bodies will have their graphical mesh lagging behind collision shape ? I setup a simple physics world with one box as ground set at (0, 0, 0) and another as a 10Kg box which starts falling from (0, 300, 0) What I am noticing is tha...
by manmohan29
Fri Mar 17, 2017 6:04 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Use Vulkan API for GPU acceleration of Bullet.
Replies: 0
Views: 8714

Use Vulkan API for GPU acceleration of Bullet.

Hello fellow developers, We all know OpenCL support sucks on NVIDIA GPUs. Vulkan has been around for an year and seems to be supported well across different GPU vendors. With latest release of v1.0.42 for vulkan support for multi-gpu, etc. have been added. At present work on Bullet3 is focused on Op...
by manmohan29
Tue Nov 18, 2014 4:20 pm
Forum: General Bullet Physics Support and Feedback
Topic: DebugDraw - no cylinders drawn for raycast vehicle's wheels?
Replies: 3
Views: 4698

Re: DebugDraw - no cylinders drawn for raycast vehicle's whe

Okay, I've figured out a bit myself. I will be using this function for debug drawing the wheels of my raycast vehicle. btIDebugDraw::drawCylinder ( btScalar radius, btScalar halfHeight, int upAxis, const btTransform &transform, const btVector3 &color ) I have wheel's radius from my construct...
by manmohan29
Tue Nov 18, 2014 1:28 pm
Forum: General Bullet Physics Support and Feedback
Topic: DebugDraw - no cylinders drawn for raycast vehicle's wheels?
Replies: 3
Views: 4698

What decides that which DebugDraw functions will be called?

I've seen code for VehicleDemo.

btIDebugDraw.h has functions like :

Code: Select all

drawCylinder
drawCone
drawBox
drawAabb
... etc.
drawBox, drawAabb are being called as I can see debug drawing of box shapes.
What decides that which functions will be called automatically and which not ?
by manmohan29
Tue Nov 18, 2014 11:34 am
Forum: General Bullet Physics Support and Feedback
Topic: DebugDraw - no cylinders drawn for raycast vehicle's wheels?
Replies: 3
Views: 4698

DebugDraw - no cylinders drawn for raycast vehicle's wheels?

I have proper drawLine() function declared in my DebugDrawer class implementation. Now I have a raycast vehicle in my physics world. I can see the bounding box for vehicle's chassis i.e. a btBoxShape. Wheels of the vehicle are having collision shape of btCylinderShapeX Why there are no cylinders dra...
by manmohan29
Sat Aug 30, 2014 7:38 pm
Forum: General Bullet Physics Support and Feedback
Topic: BulletPhysics for multiple CPU architectures in VS 2010
Replies: 1
Views: 3158

BulletPhysics for multiple CPU architectures in VS 2010

I have an OpenGL application that I am coding in Visual Studio 2010 IDE. I am building my application for two CPU architectures, and they are x86 (i.e. Win32) and x64. CMake creates Visual Studio projects for Win32 or Win64 (only one at a time) bcpu.png Following guide on this page : http://bulletph...
by manmohan29
Tue Aug 26, 2014 10:37 am
Forum: General Bullet Physics Support and Feedback
Topic: Friction not working for Vehicle in BulletPhysics - [SOLVED]
Replies: 3
Views: 5048

Re: Friction not working for Vehicle in BulletPhysics - [SOL

I found what was wrong in my code. I was applying maxEngineForce to my wheels in my stepPhysics function. vehicle->applyEngineForce(maxEngineForce, WHEEL_REARLEFT); vehicle->applyEngineForce(maxEngineForce, WHEEL_REARRIGHT); changing above lines to these : vehicle->applyEngineForce(gEngineForce, WHE...
by manmohan29
Mon Aug 25, 2014 9:06 pm
Forum: General Bullet Physics Support and Feedback
Topic: Friction not working for Vehicle in BulletPhysics - [SOLVED]
Replies: 3
Views: 5048

Re: Friction not working for Vehicle in BulletPhysics

Ground has shape of btBoxShape and vehicle starts moving as soon as it is placed on the ground. Applying brake/acceleration does not work at all. However i can steer the vehicle. When I hit the box with my vehicle then it slides for some distance then stops. That means friction is working propely be...
by manmohan29
Mon Aug 25, 2014 10:41 am
Forum: General Bullet Physics Support and Feedback
Topic: Friction not working for Vehicle in BulletPhysics - [SOLVED]
Replies: 3
Views: 5048

Re: Friction not working for Vehicle in BulletPhysics

In VehicleDemo I see something called btHeightfieldTerrainShape is being used for groundShape.
Is that necessary ?

In my application I am using just 3 bodies : ground (btBoxShape), box and a vehicle.
by manmohan29
Sun Aug 24, 2014 7:54 am
Forum: General Bullet Physics Support and Feedback
Topic: Friction not working for Vehicle in BulletPhysics - [SOLVED]
Replies: 3
Views: 5048

Friction not working for Vehicle in BulletPhysics - [SOLVED]

I am creating a vehicle using bullet-physics engine (v 2.82). I created a **ground ( btBoxShape )**, **a box** and **a vehicle** (following the demo). But friction between ground and vehicle wheels seems not working. As soon as the vehicle is placed in 3d world, it starts moving forward. START : v.j...
by manmohan29
Fri Aug 22, 2014 10:02 am
Forum: General Bullet Physics Support and Feedback
Topic: btIDebugDraw with OpenGL 4.4 - [SOLVED]
Replies: 9
Views: 15027

Re: btIDebugDraw with OpenGL 4.4 - SOLVED

All this issue was due to incorrect count being passed to glDrawArrays() . In my previous code if I use this : glDrawArrays(GL_LINES, 0, bulletDebugugger.LINES.size() * 2); // size * 2 , because I have TWO vertices in my LINES struct. then I have proper lines drawn. I am not passing COLORS to VBO so...
by manmohan29
Thu Aug 21, 2014 11:25 am
Forum: General Bullet Physics Support and Feedback
Topic: btIDebugDraw with OpenGL 4.4 - [SOLVED]
Replies: 9
Views: 15027

Re: btIDebugDraw with OpenGL 4.4

I have two rigid bodies in my world. So if I add a condition to clear the vectors only if there have been two passes for the drawLine() ++c; // increment counter if (c == 2) { // Yes counter is equal to number of bodies, then we have all the vertices for debug drawing, now reset the vectors. LINES.c...
by manmohan29
Thu Aug 21, 2014 9:04 am
Forum: General Bullet Physics Support and Feedback
Topic: btIDebugDraw with OpenGL 4.4 - [SOLVED]
Replies: 9
Views: 15027

Re: btIDebugDraw with OpenGL 4.4

@rebirth seems like you are right about incomplete buffers.
can you post your OpenGL 3.3 core profile code (just the part where you store vertices and pass to buffer arrays) here or may be on pastebin ?
by manmohan29
Thu Aug 21, 2014 8:39 am
Forum: General Bullet Physics Support and Feedback
Topic: btIDebugDraw with OpenGL 4.4 - [SOLVED]
Replies: 9
Views: 15027

Re: btIDebugDraw with OpenGL 4.4

I got it to fix a little bit. In my CDebugDraw::drawLine function I changed the way I was adding vertices to the vectors. I also changed the definition of structs LINE and COLORS to use glm::vec3 instead of btVector3 . Now code is like this : void CDebugDraw::drawLine(const btVector3& from,const...
by manmohan29
Wed Aug 20, 2014 10:07 pm
Forum: General Bullet Physics Support and Feedback
Topic: btIDebugDraw with OpenGL 4.4 - [SOLVED]
Replies: 9
Views: 15027

btIDebugDraw with OpenGL 4.4 - [SOLVED]

I am trying to implement btIDebugDraw interface in an OpenGL 4.4 application. First I initialize the Physics world like this : void initPhysics() { broadphase = new btDbvtBroadphase(); collisionConfiguration = new btDefaultCollisionConfiguration(); dispatcher = new btCollisionDispatcher(collisionCon...