Search found 11 matches

by Slight0
Thu Dec 11, 2014 10:31 am
Forum: General Bullet Physics Support and Feedback
Topic: Want to clarify what DispatchAllCollisionPairs does.
Replies: 1
Views: 3179

Want to clarify what DispatchAllCollisionPairs does.

From looking at the code, I'm guessing btCollisionDispatcher::DispatchAllCollisionPairs causes the dispatcher to recalculate collision manifolds which include contact points for the entire given pair cache. Is that correct?
by Slight0
Fri Dec 05, 2014 1:15 am
Forum: General Bullet Physics Support and Feedback
Topic: RigidBodys remain asleep when ground static body is removed
Replies: 9
Views: 10993

Re: RigidBodys remain asleep when ground static body is remo

I don't see it as a bug, but that might just be me. You can always submit a patch, but I would make it an optional behaviour. Well I'm curious as to what you thought of the laser destroying the box example. How would you handle such a case? For example in HL2, which uses Havok, some physics props a...
by Slight0
Thu Dec 04, 2014 10:52 pm
Forum: General Bullet Physics Support and Feedback
Topic: RigidBodys remain asleep when ground static body is removed
Replies: 9
Views: 10993

Re: RigidBodys remain asleep when ground static body is remo

EDIT: Ehhh OK I'll admit re-reading this I look kinda like a jerk. I didn't mean to be a jerk. Yeah, you big meanie! :wink: My point was that removing sleeping bodies from the world is likely not a common use case. It's not one that came up in any of my simulations. Well consider a laser weapon tha...
by Slight0
Thu Dec 04, 2014 6:56 pm
Forum: General Bullet Physics Support and Feedback
Topic: RigidBodys remain asleep when ground static body is removed
Replies: 9
Views: 10993

Re: RigidBodys remain asleep when ground static body is remo

You are expecting a dynamic reaction from a static object. Huh? I'm expecting that, after calling CollisionWorld->RemoveCollisionObject() that, yes, it iterates over collision pairs it has with non-static rigidbodys and awakens them. Be that directly as I call RemoveCollisionObject or during the ne...
by Slight0
Thu Dec 04, 2014 12:52 pm
Forum: General Bullet Physics Support and Feedback
Topic: RigidBodys remain asleep when ground static body is removed
Replies: 9
Views: 10993

Re: RigidBodys remain asleep when ground static body is remo

Flix wrote:
Slight0 wrote:Is this something I'm supposed to handle explicitly?
In short, yes.
Why? Is there ever a case when you want objects to float when the bottom object is removed?

If what you say is true, and this is not a bug, what's the ideal way to awaken these objects?
by Slight0
Wed Dec 03, 2014 6:23 pm
Forum: General Bullet Physics Support and Feedback
Topic: btDispatcher::dispatchAllCollisionPairs
Replies: 2
Views: 4165

Re: btDispatcher::dispatchAllCollisionPairs

I know this is really old, but this discrepancy still hasn't been fixed. Why's that?
by Slight0
Wed Dec 03, 2014 5:35 pm
Forum: General Bullet Physics Support and Feedback
Topic: BtKinematicCharacterController is jittery when stationary.
Replies: 0
Views: 3596

BtKinematicCharacterController is jittery when stationary.

Has anyone run into this issue using the kinematic character controller? It seems after moving in a direction then stopping, the controller will move randomly on some axes by small amounts (0.0001) per frame. The effect is even worse with a capsule shape. I came across someone else having a similar ...
by Slight0
Wed Dec 03, 2014 5:01 pm
Forum: General Bullet Physics Support and Feedback
Topic: RigidBodys remain asleep when ground static body is removed
Replies: 9
Views: 10993

RigidBodys remain asleep when ground static body is removed

I'm integrating bullet physics into Unity. In my test, I create some simple rigidbody cubes that are launched ontop of a static BvhTriangleMeshShape rigidbody. When the cubes come to rest and become inactive, removing the underlying triangle mesh static body causes them to float. I figured bullet sh...
by Slight0
Thu Nov 20, 2014 8:25 am
Forum: General Bullet Physics Support and Feedback
Topic: Is it safe to dispose of shapes/rigid bodies in a thread?
Replies: 10
Views: 16239

Re: Is it safe to dispose of shapes/rigid bodies in a thread

Looks like a hot mess inside that wrapper ... I don't understand why they are maintaining their own lists of objects when bullet already does this for you in the dynamics world. For example, btDiscreteDynamicsWorld already maintains a btAlignedObjectArray<btRigidBody *> of all the rigid bodies in t...
by Slight0
Wed Nov 19, 2014 10:27 pm
Forum: General Bullet Physics Support and Feedback
Topic: Is it safe to dispose of shapes/rigid bodies in a thread?
Replies: 10
Views: 16239

Re: Is it safe to dispose of shapes/rigid bodies in a thread

Sorry, perhaps I should have mentioned I'm using the C# wrapper BulletSharpPInvoke (repository link) I don't understand where that OnDestroy method comes from. Are you using some bullet implementation for Unity where that exists? Also what does "dispose" mean? Free up the memory? Or perfor...
by Slight0
Wed Nov 19, 2014 12:50 am
Forum: General Bullet Physics Support and Feedback
Topic: Is it safe to dispose of shapes/rigid bodies in a thread?
Replies: 10
Views: 16239

Is it safe to dispose of shapes/rigid bodies in a thread?

So I've managed to integrate Bullet physics into Unity. Aside from the fact that bullet is faster than Unity's PhysX implementation, I can create many BvhTriangleMeshShape within a thread and then pass it to the main thread for simulation. However, I end up having to delete 100s of these BtRidigBody...