Search found 22 matches
- Fri Aug 12, 2016 8:35 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision Detection
- Replies: 3
- Views: 4651
Re: Collision Detection
Bullet supports continuous collision detection (CCD). It uses a small sphere to do a sweep between the steps, and then collides the real body. A brief wiki page provides some hints on how to use it. I tried this but it still is far from a fool proof method. At higher velocities RigidBodys can still...
- Sat May 28, 2016 5:36 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Ghost object not working right
- Replies: 2
- Views: 3727
Re: Ghost object not working right
I think maybe it had to do with collision flags changing this playerGhostObject.setCollisionFlags(CollisionFlags.NO_CONTACT_RESPONSE); to this playerGhostObject.setCollisionFlags(playerGhostObject.getCollisionFlags() | CollisionFlags.NO_CONTACT_RESPONSE); seemed to help. http://stackoverflow.com/que...
- Sat May 28, 2016 2:57 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Ghost object not working right
- Replies: 2
- Views: 3727
Ghost object not working right
I have a ghost object that goes on a player object to detect collisions. For some reason the ghost object isn't detecting collisions properly even though I set it to have the same transform every tick and the same collision shape . The normal player rigid body hits the ground at his feet but the gho...
- Sat May 28, 2016 1:16 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Why is there no onCollision callback for collision shapes?
- Replies: 2
- Views: 8257
Why is there no onCollision callback for collision shapes?
Before I ever started I always thought CollisionObjects would have a callback for when they collide with another object. I have trouble believing this doesn't exist. Why doesn't this exists? It would be way better than iterating over everything.
- Tue Apr 26, 2016 6:34 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision Detection
- Replies: 3
- Views: 4651
Collision Detection
I had an idea for collision detected and was wonder if you have any thoughts about it. Instead of using the current step and looking for overlapping pairs to detect collisions instead use the previous step and this step to check if there are any collisions between the two steps this way detection wo...
- Mon Apr 18, 2016 4:24 am
- Forum: General Bullet Physics Support and Feedback
- Topic: convexSweepTest returns wrong hitpoint
- Replies: 2
- Views: 3932
Re: convexSweepTest returns wrong hitpoint
I was having a little trouble deciphering your code. Are you doing the ray cast from inside the sphere? Hitting the back side of a surface will not be detected it detects hitting the front facing side of a surface.
- Thu Apr 14, 2016 2:46 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Arbitrary Mesh - how to create collision shape?
- Replies: 4
- Views: 14051
Re: Arbitrary Mesh - how to create collision shape?
You have to make an IndexedMesh so you can make a TriangleIndexVertexArray to load in the geometry. Here is some code I use for jBullet BvhTriangleMeshShape createBvhTriangleMeshShape(){ ByteBuffer triangleIndexBase = BufferUtils.createByteBuffer(templateFaces.length*3*4);//number of triangles * 3 v...
- Mon Apr 11, 2016 6:27 am
- Forum: General Bullet Physics Support and Feedback
- Topic: How to volume/thick ray test? ,ClosestRayResultCallback?
- Replies: 2
- Views: 8815
Re: How to volume/thick ray test? ,ClosestRayResultCallback?
you could put a really long cylinder ghost object in the world and find out what it collides with with its transform you are able to rotate it however you like I can see this along with a distance test might work great. You could calculate the distance the rocket has traveled and the distance the co...
- Mon Apr 11, 2016 5:51 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Generating a navigation mesh in a static world.
- Replies: 3
- Views: 6615
Re: Generating a navigation mesh in a static world.
yes this is a tricky thing to do but it can be accomplished with recursion and some cpu time. if you have to find the shortest possible path this will take a long time to compute. but if any old path will do it won't be so bad. maybe this will give you an idea on how to do it Path theAnswer; boolean...
- Tue Apr 05, 2016 4:54 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Shaping a world as a Cylinder
- Replies: 8
- Views: 12566
Re: Shaping a world as a Cylinder
I know this thread is old but I too was searching about this and wanted to note that this is incorrect for the sake of miss information halfExtends = btVector3(height, radius, radius); I don't think you can represent a tunnel with a cylinder, because it looks at the cylinder like a closed mesh... Yo...
- Sun Apr 03, 2016 11:10 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Help for a thesis work
- Replies: 4
- Views: 6358
Re: Help for a thesis work
From the manual
so I'm guessing btCollisionDispatcher. hope this helpedA collision dispatcher iterates over each pair, searches for a matching collision algorithm based on the types of objects involved and executes the collision algorithm computing contact points.
- Tue Mar 29, 2016 1:42 am
- Forum: General Bullet Physics Support and Feedback
- Topic: TriangleMesh not working
- Replies: 1
- Views: 2965
Re: TriangleMesh not working
okay it magically started working ByteBuffer triangleIndexBase = BufferUtils.createByteBuffer(12); ByteBuffer vertexBase = BufferUtils.createByteBuffer(36); IntBuffer triangleIndexBaseIB = triangleIndexBase.asIntBuffer(); FloatBuffer vertexBaseFB = vertexBase.asFloatBuffer(); //triangle triangleInde...
- Tue Mar 29, 2016 12:42 am
- Forum: General Bullet Physics Support and Feedback
- Topic: TriangleMesh not working
- Replies: 1
- Views: 2965
TriangleMesh not working
I have literally been trying to get this to work all day. //ground collision shape /*ObjectArrayList<Vector3f> groundPs = new ObjectArrayList<>(); //WORKS groundPs.add(new Vector3f(-100,0,100)); groundPs.add(new Vector3f(-100,0,-100)); groundPs.add(new Vector3f(100,0,-100)); groundPs.add(new Vector3...
- Mon Mar 28, 2016 10:09 am
- Forum: General Bullet Physics Support and Feedback
- Topic: What are the arguments for RigidBody.applyForce ?
- Replies: 4
- Views: 5112
Re: What are the arguments for RigidBody.applyForce ?
I figured out the issue I was dividing my seconds by 1000 making the simulation very slow.
- Mon Mar 28, 2016 9:51 am
- Forum: General Bullet Physics Support and Feedback
- Topic: What are the arguments for RigidBody.applyForce ?
- Replies: 4
- Views: 5112
Re: What are the arguments for RigidBody.applyForce ?
I tried applying the force in an InternalTickCallback and it still didn't work.