Search found 20 matches

by kermado
Wed May 31, 2017 2:37 pm
Forum: General Bullet Physics Support and Feedback
Topic: Non-smooth sliding.
Replies: 0
Views: 4651

Non-smooth sliding.

I had observed that friction appeared to be less stable in Bullet than in ODE or PhysX for a given friction coefficient. To convince myself of this I created a simple test case consisting of a 10 degree angled ramp with some small boxes to slide down the ramp. Each box has a mass of 1kg and dimensio...
by kermado
Fri Nov 04, 2016 12:56 pm
Forum: General Bullet Physics Support and Feedback
Topic: CPU multithreading is working!
Replies: 145
Views: 1286377

Re: CPU multithreading is working!

lunkhound wrote:On the graph coloring constraint solver, I may take a crack at that. I'd really like to see that too.
Yes please! I'd love to see this added.
by kermado
Tue Oct 04, 2016 4:11 pm
Forum: General Bullet Physics Support and Feedback
Topic: Two Outstanding Issues
Replies: 7
Views: 12560

Re: Two Outstanding Issues

What is the type of your level geometry (in particular, what is the geometry type for your rings)?
by kermado
Tue Aug 16, 2016 11:16 am
Forum: General Bullet Physics Support and Feedback
Topic: Dynamically adding Collision filtering on rigid bodies
Replies: 3
Views: 5654

Re: Dynamically adding Collision filtering on rigid bodies

You need to remove and re-add the rigid body to the world.
by kermado
Wed Aug 10, 2016 1:34 pm
Forum: General Bullet Physics Support and Feedback
Topic: CPU multithreading is working!
Replies: 145
Views: 1286377

Re: CPU multithreading is working!

I don't know if this project is active anymore, but I sometimes get crashes when using constraints that can be constrained against the world. In such cases, Bullet actually constrains the rigid body against what it calls a "fixed body" - see btTypedConstraint::getFixedBody(). The fixed bod...
by kermado
Sat May 21, 2016 2:29 am
Forum: General Bullet Physics Support and Feedback
Topic: Problems/Understanding contactTest
Replies: 1
Views: 4924

Re: Problems/Understanding contactTest

Have you tried using btTriangleShape rather than btConvexTriangleMeshShape? Using btConvexTriangleMeshShape will cause the Convex-Convex collision algorithm to be used. I don't know the inner workings of the GJK-EPA algorithm and so I don't know whether it supports zero volume convex shapes. But if ...
by kermado
Sat May 21, 2016 2:00 am
Forum: General Bullet Physics Support and Feedback
Topic: Quaternion changes rotation when initializing
Replies: 7
Views: 12795

Re: Quaternion changes rotation when initializing

Use btQuaternion::setEuler, btQuaternion::setRotation, or the two corresponding constructors to properly initialize your quaternion. As drleviathan said, only unit quaternions represent rotations. The vector part of the quaternion (x, y, z), also referred to as the imaginary part, are not the Euler ...
by kermado
Thu May 19, 2016 4:47 pm
Forum: General Bullet Physics Support and Feedback
Topic: Missing/disabled sphere-box collision algorithm.
Replies: 0
Views: 5217

Missing/disabled sphere-box collision algorithm.

I have been having some issues where spheres would fall through large boxes (one side > 1000 units). After a little investigation I found that the sphere-box algorithm is disabled (buggy?) and so I think that the GJK/EPA implementation is currently being used. So, in case anyone is interested, here ...
by kermado
Fri Apr 01, 2016 4:47 pm
Forum: General Bullet Physics Support and Feedback
Topic: Collisions with Nested Compound Shapes
Replies: 6
Views: 10477

Re: Collisions with Nested Compound Shapes

Looks good. I noticed today that the m_index0 and m_index1 fields don't work as assumed when the compound contains gImpact trimesh shapes. I logged this on github: https://github.com/bulletphysics/bullet3/issues/588
I think your solution should work in this case also.
by kermado
Tue Mar 29, 2016 5:44 pm
Forum: General Bullet Physics Support and Feedback
Topic: [Solved] Change Collision Mask require re-add Constraint?
Replies: 2
Views: 5179

Re: Does change Collision Mask require remove/re-add Constra

I'm fairly sure that you don't. Well, at least I haven't needed to in my test cases.
by kermado
Tue Mar 29, 2016 5:41 pm
Forum: General Bullet Physics Support and Feedback
Topic: Scan area for intersecting shapes.
Replies: 8
Views: 18954

Re: Scan area for intersecting shapes.

Yes, you should get contact points even when the other object's collision shape is completely inside of your box collision shape. To be clear, the collision detection detects when pairs of shapes are overlapping/intersecting. This includes cases where one shape completely encompasses another.
by kermado
Wed Mar 23, 2016 6:27 pm
Forum: General Bullet Physics Support and Feedback
Topic: Scan area for intersecting shapes.
Replies: 8
Views: 18954

Re: Scan area for intersecting shapes.

You should get contact points when one shape intersects with another, either partially or fully. From the btPersistentManifold you can get the pair of collision objects involved. Unless I have misunderstood what you're after, this is really very simple. You can use contactTest, which executes outsid...
by kermado
Thu Mar 03, 2016 11:17 am
Forum: General Bullet Physics Support and Feedback
Topic: Pulsating bounding boxes
Replies: 1
Views: 3752

Pulsating bounding boxes

Does anyone know why the size of the AABBs pulsate when the associated rigid body is rotating? For example, the size of the AABB for a capsule will oscillate when the capsule is just rolling on its side. See also the following video of a kinematic body with just a cylinder collision shape: https://g...
by kermado
Wed Mar 02, 2016 12:37 pm
Forum: General Bullet Physics Support and Feedback
Topic: Collisions with Nested Compound Shapes
Replies: 6
Views: 10477

Re: Collisions with Nested Compound Shapes

Ah, ok. I'm coming from ODE which has kind of an inverse relationship to Bullet, where Geoms (collision shapes) "have" a rigid body rather than the other way round. Because of this I chose to enforce that collision shapes belong to at most one collision object. Hence I wouldn't have any is...
by kermado
Tue Mar 01, 2016 3:57 pm
Forum: General Bullet Physics Support and Feedback
Topic: Collisions with Nested Compound Shapes
Replies: 6
Views: 10477

Re: Collisions with Nested Compound Shapes

I'm interested in this also. It's been at the back of my head and I haven't really thought about it much.
Would it not be more simple to just store a pointer to the collision shape in btManinfoldPoint? Storing indices and then traversing the compound tree just seems to add a lot of unnecessary work.