Search found 11 matches
- 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?
- 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...
- 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...
- 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...
- 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
Why? Is there ever a case when you want objects to float when the bottom object is removed?Flix wrote:In short, yes.Slight0 wrote:Is this something I'm supposed to handle explicitly?
If what you say is true, and this is not a bug, what's the ideal way to awaken these objects?
- 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?
- 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 ...
- 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...
- 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...
- 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...
- 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...