Search found 41 matches
- Thu Aug 10, 2017 2:06 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: I want to know if i'm picking front face or back face
- Replies: 4
- Views: 5730
Re: I want to know if i'm picking front face or back face
I'm not sure what you mean. btTriangleIndexVertexArray::addIndexedMesh ? A pool of vertices with child meshes? What exact bullet structure are you talking about?
- Tue Aug 08, 2017 5:39 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: I want to know if i'm picking front face or back face
- Replies: 4
- Views: 5730
Re: I want to know if i'm picking front face or back face
Also the ClosestRayResultCallback will always yield the front plane if I'm correct.
- Tue Aug 08, 2017 5:32 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: I want to know if i'm picking front face or back face
- Replies: 4
- Views: 5730
Re: I want to know if i'm picking front face or back face
check the hit normal and take the dot product with the camera. If it's negative it's the side closest to you.
- Thu Jun 22, 2017 3:52 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btConvexHullShape vs btConvexTriangleMeshShape
- Replies: 1
- Views: 3114
Re: btConvexHullShape vs btConvexTriangleMeshShape
Code: Select all
convexHullShape->initializePolyhedralFeatures();
- Mon Jun 19, 2017 2:12 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: looking for working code to create btGImpactMeshShape
- Replies: 1
- Views: 3418
Re: looking for working code to create btGImpactMeshShape
Please make sure you actually register the GImpact collision algorithm.
Code: Select all
btCollisionDispatcher *dispatcher = static_cast<btCollisionDispatcher *>(m_pDynamicsWorld->getDispatcher());
btGImpactCollisionAlgorithm::registerAlgorithm(dispatcher);
- Tue Jun 06, 2017 1:22 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How to rotate a body (and connected ones) instantly?
- Replies: 1
- Views: 3025
Re: How to rotate a body (and connected ones) instantly?
You can write your own method that takes in a transform and individually transforms each body connected through the constraints. This is like teleporting, so it's not recommended.
- Thu May 11, 2017 1:50 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: LocalScaling not applied on RigidBody
- Replies: 1
- Views: 3386
Re: LocalScaling not applied on RigidBody
You scaled the rigid body but your graphical representation still isn't accurate.
- Wed May 10, 2017 1:55 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Graphical mesh lag behind collision shape in DebugDraw
- Replies: 1
- Views: 3686
Re: Graphical mesh lag behind collision shape in DebugDraw
This is natural as you update the graphical representation of the cube from the actual rigid body.
- Fri May 05, 2017 7:17 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: GImpact-GImpact bodies not colliding [resolved]
- Replies: 4
- Views: 5175
Re: GImpact-GImpact bodies not colliding [resolved]
Let me know how that goes for you. I had some pretty awful experiences with GImpact shapes, where they would get sucked into each other when near, as well as penetration issues.
- Fri May 05, 2017 1:42 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: GImpact-GImpact bodies not colliding [resolved]
- Replies: 4
- Views: 5175
Re: GImpact-GImpact bodies not colliding (robotics applicati
Did you register the GIMPACT collision algorithm?
Code: Select all
btCollisionDispatcher * dispatcher = static_cast<btCollisionDispatcher *>(m_pDynamicsWorld->getDispatcher());
btGImpactCollisionAlgorithm::registerAlgorithm(dispatcher);
- Wed Apr 26, 2017 2:52 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Calculate volume for convex shapes?
- Replies: 2
- Views: 4262
Re: Calculate volume for convex shapes?
As a guestimate you could try the bbox as well as the bounding sphere for an approximation.
- Mon Apr 24, 2017 1:48 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Drawing a rigid body's path?
- Replies: 1
- Views: 4016
Re: Drawing a rigid body's path?
You can probably fake the trajectory line using a linear spline. Get the rigidBody position at time(n), and time(n+1) and that is your endpoints for your line. glBegin(GL_LINES); glColor3f(1.0f, 0.0f, 0.0f); //red glVertex3f(0.0f, 0.0f, 0.0f); //origin glVertex3f(0.0f, 0.0f, 1.0f); //bullet fired st...
- Fri Apr 14, 2017 4:16 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Improving collision detection/response for rag dolls
- Replies: 6
- Views: 10570
Re: Improving collision detection/response for rag dolls
how did you implement ccd per object?
- Fri Apr 14, 2017 2:32 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Updating mesh position based on rigidBody position?
- Replies: 9
- Views: 13037
Re: Updating mesh position based on rigidBody position?
I'm not sure what you mean by you can see the physics object moving before and the graphics following? Are you talking about the debug drawing that bullet does? Sounds to me like the physics object is rendered first, followed by your graphics object.
- Thu Apr 13, 2017 9:42 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Help with using contactPairTest() and ContactResultCallback?
- Replies: 6
- Views: 8405
Re: Help with using contactPairTest() and ContactResultCallb
I can't tell for sure without looking at your code, but maybe instead of using ContactPairTest, which may be expensive(i'm not sure, haven't really used it much) use a btInternalTickCallback which will get called by InternalSingleStepSimulation. In the callback you can iterate over all the collision...