Search found 9 matches

by aFerreira
Thu May 10, 2018 2:45 pm
Forum: General Bullet Physics Support and Feedback
Topic: Detection of child shape indices in a collision for a compound shape
Replies: 6
Views: 2077

Re: Detection of child shape indices in a collision for a compound shape

So i discovered something very interesting, after some testing i got this using (1), a native btBoxShape: Hit1: Is obA Compound: 0 Is obB Compound: 1 Index0: 32760 Index1: -697672656 Part0: 254 Part1: 897533554 Hit 2: Is obA Compound: 0 Is obB Compound: 1 Index0: 32760 Index1: -697672656 Part0: 254 ...
by aFerreira
Thu May 10, 2018 9:49 am
Forum: General Bullet Physics Support and Feedback
Topic: Detection of child shape indices in a collision for a compound shape
Replies: 6
Views: 2077

Re: Detection of child shape indices in a collision for a compound shape

^ Because of the uninitialized value, I have to remember type of the shape in my own code. Great answer, drleviathan! ... It is also consistent with what I noticed. To reply OP's email, yes, I believe query the "index" is the best way. It is probably the only way. AFAIK, Bullet's API doesn't provid...
by aFerreira
Wed May 09, 2018 2:54 pm
Forum: General Bullet Physics Support and Feedback
Topic: Detection of child shape indices in a collision for a compound shape
Replies: 6
Views: 2077

Re: Detection of child shape indices in a collision pair

As an example of output when run with some extra information: Is obA Compound: 0 Is obB Compound: 1 Index0: 32766 Index1: -92442352 Part0: 204 Part1: 530204274 Clearly the indices are not correct ...
by aFerreira
Fri May 04, 2018 3:09 pm
Forum: General Bullet Physics Support and Feedback
Topic: Detection of child shape indices in a collision for a compound shape
Replies: 6
Views: 2077

Detection of child shape indices in a collision for a compound shape

Hello! In my engine i need to detect which body part is hit by an object to get different damage values per body parts. This would be easily done if i could detect which child shape (or child shape index) was hit inside the compound shape, but i am not finding an easy way to do it. The collision det...
by aFerreira
Sun May 28, 2017 4:52 pm
Forum: General Bullet Physics Support and Feedback
Topic: Trouble with ray testing
Replies: 0
Views: 1498

Trouble with ray testing

Hello, I am trying to implement a player controllable character using a btRigidBody, and im having trouble with using ray testing to determine if the character can/cannot jump. The issue is that the following error appears when trying to perform the rayTest: "Overflow in AABB, object removed from si...
by aFerreira
Tue Dec 08, 2015 11:42 pm
Forum: General Bullet Physics Support and Feedback
Topic: Collision problems with btTriangleMesh
Replies: 7
Views: 4712

Re: Collision problems with btTriangleMesh

Have you had a look at the InternalEdgeUtility and the InternalEdgeDemo ? It might help with the problem by 'smoothing' the normals between the triangles. http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&t=4603&start=0 Yep, this 4 year old "hack" works on small triangles. With larger tr...
by aFerreira
Sun Dec 06, 2015 2:17 pm
Forum: General Bullet Physics Support and Feedback
Topic: Collision problems with btTriangleMesh
Replies: 7
Views: 4712

Re: Collision problems with btTriangleMesh

Seems like it. If i use a convexShape the problem also get solved, however this is not a viable solution as many objects just arent convex. Also, if i remove the cylinder shape for the wheels, the problem also disappears but this not a viable solution either, as you lose collision with the wheels in...
by aFerreira
Fri Dec 04, 2015 10:40 pm
Forum: General Bullet Physics Support and Feedback
Topic: Collision problems with btTriangleMesh
Replies: 7
Views: 4712

Collision problems with btTriangleMesh

Hello, I am having problems with using triangles meshes as collision objects. In the triangles division my vehicle bump into the lines as if there was a bump there: https://vimeo.com/147900906 My code: btTriangleMesh* trimesh = new btTriangleMesh(); //Get the object collision shape from the objVerti...