Search found 44 matches

by Chaz
Sun May 24, 2015 3:51 pm
Forum: General Bullet Physics Support and Feedback
Topic: How to get some superinfo about collided obj?
Replies: 1
Views: 2767

Re: How to get some superinfo about collided obj?

Omg sry guys i'm so stupid, just have to use inheritance XDDD
by Chaz
Sun May 24, 2015 2:25 pm
Forum: General Bullet Physics Support and Feedback
Topic: How to get some superinfo about collided obj?
Replies: 1
Views: 2767

How to get some superinfo about collided obj?

Yo. An object has a field around himself, if some object collides with that field we can take info about this object. But how to connect that object to another object?
For example, I want set unique ID for all objects that could be collided, and when it collides I want check its ID. How I can do it?
by Chaz
Tue May 12, 2015 4:47 pm
Forum: General Bullet Physics Support and Feedback
Topic: Best way to find closest object
Replies: 1
Views: 2945

Best way to find closest object

Hey. Actually i'm working on online game with physics on server side. There are players and mobs. I want to implement agro system of aggression for mobs. It means that when some player is nearing to mob at certain distance - mob have to start hunt on player. What is the best way to implement it? Jus...
by Chaz
Tue May 12, 2015 4:28 pm
Forum: General Bullet Physics Support and Feedback
Topic: Collision filter mask works ugly
Replies: 4
Views: 7226

Re: Collision filter mask works ugly

He means that if you write 10 in 16-bit binary you get: 0000 0000 0000 1010. What matters is that two bits are set: the second bit from right, which represents the value 2, and the fourth bit from right, which represents the value 8 -- add them together and you get 10. Similarly 25 would look like:...
by Chaz
Mon May 11, 2015 6:38 pm
Forum: General Bullet Physics Support and Feedback
Topic: Collision filter mask works ugly
Replies: 4
Views: 7226

Re: Collision filter mask works ugly

Erwin Coumans wrote:Collision masks and filters work bit-wise.

Good luck!
Do you mean that object with collision flag 10 and mask 25 will be collide with all objects which has collision flag less than 25 ?
by Chaz
Mon May 11, 2015 2:43 pm
Forum: General Bullet Physics Support and Feedback
Topic: Collision filter mask works ugly
Replies: 4
Views: 7226

Collision filter mask works ugly

Hello. I guess I don't understand how to work with collision filtering. For example, I have object with filter group = 10 and filter mask = 1, and then I cast a ray with filter group = 20, and it works good - ray ignores object. But if I change filter mask of the object, for example, filter mask = 2...
by Chaz
Sat Apr 11, 2015 9:04 am
Forum: General Bullet Physics Support and Feedback
Topic: RayTest works odd on slope of heights field
Replies: 1
Views: 3154

Re: RayTest works odd on slope of heights field

The problem was in my stupidity, ehehe!
As you now counstructor of heightmapterrain needs to concrete min and max height. I thought that it only used for terrain location but not only...
by Chaz
Fri Apr 10, 2015 10:53 pm
Forum: General Bullet Physics Support and Feedback
Topic: RayTest works odd on slope of heights field
Replies: 1
Views: 3154

RayTest works odd on slope of heights field

Hey. I just making an character controller based on ray testing. Have a problem when character stays at an slope of a terrain. Here is simple code of how to check is a character on the ground. @Override public void updateAction(CollisionWorld collisionWorld, float deltaTime) { this.deltaTime=deltaTi...
by Chaz
Fri Apr 10, 2015 10:35 pm
Forum: General Bullet Physics Support and Feedback
Topic: btHeightfieldTerrainShape has wrong heights
Replies: 2
Views: 4055

Re: btHeightfieldTerrainShape has wrong heights

Seems reasonable, are the errors consistent, i.e. do you always see the same pattern of incorrect height values or does it vary? does changing the resolution of your heightmap alter things at all? It was vary. Changing the resolution of heightmap alter things, aha. Buuut... I had that error only wi...
by Chaz
Wed Apr 08, 2015 4:33 pm
Forum: General Bullet Physics Support and Feedback
Topic: btActionInterface in collision world
Replies: 2
Views: 3807

Re: btActionInterface in collision world

drleviathan wrote:btDiscreteDynamicsWorld derives from btCollisionWorld and correctly calls updateAction() on actions that have been added. Use that.
Ah, thanks, I will. Just thought that btDiscreteDynamicsWorld is excessively.
by Chaz
Wed Apr 08, 2015 12:43 pm
Forum: General Bullet Physics Support and Feedback
Topic: btActionInterface in collision world
Replies: 2
Views: 3807

btActionInterface in collision world

Hey. Some time ago I had used btActionInterface to implement my own character behaviour. So in that class was updateAction method which was called every step of simulation dynamic world. But how to use it in CollisionWorld? CollisionWorld has not any step simulation, yep? So how to dealing with it? ...
by Chaz
Tue Apr 07, 2015 11:28 am
Forum: General Bullet Physics Support and Feedback
Topic: btHeightfieldTerrainShape has wrong heights
Replies: 2
Views: 4055

btHeightfieldTerrainShape has wrong heights

Hello. Actually I use JNI wrapper of Bullet and want to create btHeightfieldTerrainShape using this code. int res = 300; ByteBuffer bytes = ByteBuffer.allocateDirect(res*res*4); for(int i=0; i<res*res; i++) { bytes.putFloat(0); } terrainShape=new btHeightfieldTerrainShape(res,res,bytes.asFloatBuffer...
by Chaz
Wed Apr 01, 2015 2:08 pm
Forum: General Bullet Physics Support and Feedback
Topic: An exception when hit Heightfield with ConvexSweepTest
Replies: 0
Views: 3600

An exception when hit Heightfield with ConvexSweepTest

Hello. Use JBullet. When performing convex sweep test got an error. java.lang.ClassCastException: com.bulletphysics.collision.shapes.HeightfieldTerrainShape cannot be cast to com.bulletphysics.collision.shapes.BvhTriangleMeshShape at com.bulletphysics.collision.dispatch.CollisionWorld.objectQuerySin...
by Chaz
Thu Mar 26, 2015 9:06 pm
Forum: General Bullet Physics Support and Feedback
Topic: What difference between Bullet and OpenGL metric system?
Replies: 2
Views: 3971

Re: What difference between Bullet and OpenGL metric system?

drleviathan wrote:The constructor for btBoxShape epxects the half extents NOT the full extents. Similarly for the btCapsuleShape. Check the documentation for the box and cylinder shapes.
senk u!
by Chaz
Thu Mar 26, 2015 4:14 pm
Forum: General Bullet Physics Support and Feedback
Topic: What difference between Bullet and OpenGL metric system?
Replies: 2
Views: 3971

What difference between Bullet and OpenGL metric system?

Hello. I just realize that for some shapes scaling are different. For example, i have created BoxShape with scaling (20,20,20), but to visualize it i have to render a cube with size 40. Same thing with capsule. I have created CapsuleShape with height 2.0, and then visualize it with cylinder with hei...