Search found 8 matches

by peanutandchestnut
Thu May 14, 2015 4:09 am
Forum: General Bullet Physics Support and Feedback
Topic: How to avoid kinematic object collid with dynamic object
Replies: 0
Views: 2947

How to avoid kinematic object collid with dynamic object

Hi all: Collision group and collision filter seems not working between kinematic rigidbody and dynamic rigidbody collision. I also set collision flag of kinematic object to CF_NO_CONTACT_RESPONSE, but dynamic object still collid with kinematic object, and it got rebounded. So, what should i do to av...
by peanutandchestnut
Thu Feb 12, 2015 12:31 pm
Forum: General Bullet Physics Support and Feedback
Topic: How to represent this arena in bullet?
Replies: 4
Views: 6002

Re: How to represent this arena in bullet?

Thanks for your replay, drleviathan and Flix. The V-HACD project looks great. I'm going to use 64 boxshapes and a bottom shape, all rigidbody, no compound shape. . The reason i believe trigngle mesh is expensive is that if i use it, the aabb of arena will intersect with every single aabb in this are...
by peanutandchestnut
Tue Feb 10, 2015 12:10 pm
Forum: General Bullet Physics Support and Feedback
Topic: How to represent this arena in bullet?
Replies: 4
Views: 6002

How to represent this arena in bullet?

I have an arena which might look like this: http://oi60.tinypic.com/nxt6o1.jpg I believe it's too expensive to use Triangle mesh. I'm thinking to use static plane to represent floor, and 64 box shapes to represent the wall.(every box for a section of wall). I have never worked in this area, i don't ...
by peanutandchestnut
Mon Feb 09, 2015 7:56 am
Forum: General Bullet Physics Support and Feedback
Topic: How to manually change position of dynamic object
Replies: 5
Views: 8381

Re: How to manually change position of dynamic object

just use body->setWorldTransform() not motionstate->setWorldTransform(tf); Thanks marios. It shoud be done as you said. Not via motionstate. And to drleviathan: I don't think it's a good idea to write this code in motion state. mBody->setWorldTransform(worldTrans); I think for dynamic object, Motio...
by peanutandchestnut
Sun Feb 08, 2015 2:52 am
Forum: General Bullet Physics Support and Feedback
Topic: How to manually change position of dynamic object
Replies: 5
Views: 8381

Re: How to manually change position of dynamic object

Hi drleviathan. I use ogre with bullet, this is my motion state: virtual void getWorldTransform(btTransform &worldTrans) const { worldTrans.setRotation(toBt(mSceneNode->_getDerivedOrientation())); worldTrans.setOrigin(toBt(mSceneNode->_getDerivedPosition())); } virtual void setWorldTransform(con...
by peanutandchestnut
Mon Feb 02, 2015 1:58 pm
Forum: General Bullet Physics Support and Feedback
Topic: How to manually change position of dynamic object
Replies: 5
Views: 8381

How to manually change position of dynamic object

I want to change position of dynamic object manually, this is my code. body->activate(true); btMotionState* ms = body->getMotionState(); btTransform tf; ms->getWorldTransform(tf); tf.setOrigin(btVector3(x, y, z)); ms->setWorldTransform(tf); It doesn't work, the object will flash back to it's origina...
by peanutandchestnut
Mon Feb 02, 2015 8:54 am
Forum: General Bullet Physics Support and Feedback
Topic: How to hide terrain debug draw ?
Replies: 2
Views: 6886

How to hide terrain debug draw ?

Hi, i'm using bullet(2.82) terrain with ogre1.9 It works fine except it takes too much performance to debug draw wireframe of terrain. The fps drop below 5 if i toggle draw wireframe, i can barely move my camera. Is there a way to disable debug draw of terrain ? :?: For most of time, i just want to ...