Search found 21 matches
- Wed Apr 28, 2021 3:25 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION if setting friction directions in gContactAddedCallback
- Replies: 0
- Views: 19487
SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION if setting friction directions in gContactAddedCallback
In my gContactAddedCallback I always set m_lateralFrictionDir1 and m_lateralFrictionDir2. Should I set the flag SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION pWorld->getSolverInfo().m_solverMode |= SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION ; ? Would setting it give me advantages? T...
- Wed Apr 14, 2021 8:49 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Assertion in btSimulationIslandManagerMt::getIsland
- Replies: 2
- Views: 4710
Re: Assertion in btSimulationIslandManagerMt::getIsland
I think that I can have connections with both the problems of the post Bullet3MT crash here https://pybullet.org/Bullet/phpBB3/viewtopic.php?f=9&t=13038 , but even more with this post: https://pybullet.org/Bullet/phpBB3/viewtopic.php?f=9&t=10232&p=40365&hilit=getIsland#p40365 As a ma...
- Mon Apr 12, 2021 11:27 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Assertion in btSimulationIslandManagerMt::getIsland
- Replies: 2
- Views: 4710
Assertion in btSimulationIslandManagerMt::getIsland
Hi, quite rarely (once per day) I get the error in figure. Up to now it happened only when working in release (in debug my software is too slow to be used). It could be that it started to appear since I'm using kinematic objects > btSimulationIslandManagerMt::addManifoldsToIslands(btDispatcher * 0x0...
- Mon Apr 12, 2021 5:35 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Improving performances of transported objects [SOLVED]
- Replies: 8
- Views: 8822
Re: Improving performances of transported objects
What I remembered was wrong:
you can apply filters so that a kinematic object can have collisions with a collisionObject (thus also with a ghostObject)
you can apply filters so that a kinematic object can have collisions with a collisionObject (thus also with a ghostObject)
- Fri Apr 09, 2021 3:01 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Improving performances of transported objects [SOLVED]
- Replies: 8
- Views: 8822
Re: Improving performances of transported objects
I think you are right about the fact that kinematic and static don't collide by default: as a matter of fact this is how I transform my Load into kinematic m_world.removeRigidBody(&LoadBody); // transform the body LoadBody.setMassProps(0, btVector3(0, 0, 0)); LoadBody.setCollisionFlags(parcelBod...
- Thu Apr 08, 2021 8:13 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Improving performances of transported objects [SOLVED]
- Replies: 8
- Views: 8822
Re: Improving performances of transported objects
Thanks again. I'll test your hint asap. Since I already iterate all the manifolds before the simulation step I have also checked when a Load moves at the same speed of the Carrier. From that moment on I turn my Load into a kinematic object. That has greatly improved the performances. I think my prob...
- Fri Apr 02, 2021 1:13 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Improving performances of transported objects [SOLVED]
- Replies: 8
- Views: 8822
Re: Improving performances of transported objects
Thanks 1) Yes, I am shape-sharing all carriers (they have a single common shape). 2) Yes, I am also shape-sharing Loads (they have like 30 shared different shapes). 3) Merging into a single compound is indeed a good idea, but I don't believe in this case: my Loads have motionstates, that I use for g...
- Thu Apr 01, 2021 8:39 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Improving performances of transported objects [SOLVED]
- Replies: 8
- Views: 8822
Improving performances of transported objects [SOLVED]
Hi, I have some hundred of kinematic rigid bodies (btCompoundShape). They are my Carriers. I have some hundreed of rigidbodies (btBoxShape). Call them my Loads. During the program the most of my carriers start carrying one Load. Usually I have one Load for each Carrier. Once the Load is loaded it st...
- Mon Mar 29, 2021 3:49 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet3MT crash
- Replies: 2
- Views: 5566
Re: Bullet3MT crash
Hi,
have you find something?
Thanks
have you find something?
Thanks
- Mon Mar 11, 2019 8:14 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Linear camera simulation
- Replies: 2
- Views: 3810
Re: Linear camera simulation
I will, but I'm working on industrial computers with just a couple of CPUs: I'm using one and other programs may use the other. Multithreading should help, but I must tak as much as possible from the single CPU before.
- Sat Mar 09, 2019 6:26 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Linear camera simulation
- Replies: 2
- Views: 3810
Linear camera simulation
Hi,
I have a linear camera and up to now I have simulated it creating a set of cylinders one for each pixel of the camera and one beside the other.
The camera can has 100 pixels and I must work in VMware, so up to now I wasn't able to use the GPU.
Is there a way that could allow a faster simulation?
I have a linear camera and up to now I have simulated it creating a set of cylinders one for each pixel of the camera and one beside the other.
The camera can has 100 pixels and I must work in VMware, so up to now I wasn't able to use the GPU.
Is there a way that could allow a faster simulation?
- Tue Jan 22, 2019 3:10 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Get all vertices of the intersection.
- Replies: 0
- Views: 4589
Get all vertices of the intersection.
Hi,
is there a way to get all the vertices that come from the intersection of two boxes? I need the solid that springs from their intersection.
And is possible to have the vertices of the 2D figure that come out from the intersection of a box with a plane?
Thanks
is there a way to get all the vertices that come from the intersection of two boxes? I need the solid that springs from their intersection.
And is possible to have the vertices of the 2D figure that come out from the intersection of a box with a plane?
Thanks
- Tue Jan 15, 2019 3:37 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Bullet acceleration with FPGA
- Replies: 1
- Views: 36479
Re: Bullet acceleration with FPGA
Simulation environments can use it. They often need as many frames per second as possible in order to accelerate the speed of the simulation, so scaling is important.
- Tue Jan 15, 2019 3:33 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Using Bullet Collision Detection in an existing simulator
- Replies: 1
- Views: 36079
Re: Using Bullet Collision Detection in an existing simulator
btRigidBody inherits from btCollisionShape a user pointer that you can make to point to your data. Just call
setUserPointer on your btRigidBody instance
setUserPointer on your btRigidBody instance
- Tue Jan 15, 2019 3:19 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btbvhtrianglemeshshape on separated objects
- Replies: 2
- Views: 3456
btbvhtrianglemeshshape on separated objects
Hi, in my world I have many flying islands that won't move. They are separated by empty space. Up to now I have been using one btBvhTriangleMeshShape for each island. Each mesh has from 30 to 80 vertices. I have about 20 islands. I need as many frames per second as possible because I am writing a si...