Search found 21 matches

by teolazza
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: 18061

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...
by teolazza
Wed Apr 14, 2021 8:49 am
Forum: General Bullet Physics Support and Feedback
Topic: Assertion in btSimulationIslandManagerMt::getIsland
Replies: 2
Views: 4362

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...
by teolazza
Mon Apr 12, 2021 11:27 am
Forum: General Bullet Physics Support and Feedback
Topic: Assertion in btSimulationIslandManagerMt::getIsland
Replies: 2
Views: 4362

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...
by teolazza
Mon Apr 12, 2021 5:35 am
Forum: General Bullet Physics Support and Feedback
Topic: Improving performances of transported objects [SOLVED]
Replies: 8
Views: 8316

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)
by teolazza
Fri Apr 09, 2021 3:01 pm
Forum: General Bullet Physics Support and Feedback
Topic: Improving performances of transported objects [SOLVED]
Replies: 8
Views: 8316

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...
by teolazza
Thu Apr 08, 2021 8:13 pm
Forum: General Bullet Physics Support and Feedback
Topic: Improving performances of transported objects [SOLVED]
Replies: 8
Views: 8316

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...
by teolazza
Fri Apr 02, 2021 1:13 pm
Forum: General Bullet Physics Support and Feedback
Topic: Improving performances of transported objects [SOLVED]
Replies: 8
Views: 8316

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...
by teolazza
Thu Apr 01, 2021 8:39 pm
Forum: General Bullet Physics Support and Feedback
Topic: Improving performances of transported objects [SOLVED]
Replies: 8
Views: 8316

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...
by teolazza
Mon Mar 29, 2021 3:49 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet3MT crash
Replies: 2
Views: 5268

Re: Bullet3MT crash

Hi,

have you find something?

Thanks
by teolazza
Mon Mar 11, 2019 8:14 pm
Forum: General Bullet Physics Support and Feedback
Topic: Linear camera simulation
Replies: 2
Views: 3746

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.
by teolazza
Sat Mar 09, 2019 6:26 am
Forum: General Bullet Physics Support and Feedback
Topic: Linear camera simulation
Replies: 2
Views: 3746

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?
by teolazza
Tue Jan 22, 2019 3:10 pm
Forum: General Bullet Physics Support and Feedback
Topic: Get all vertices of the intersection.
Replies: 0
Views: 4494

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
by teolazza
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: 30621

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.
by teolazza
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: 30100

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
by teolazza
Tue Jan 15, 2019 3:19 am
Forum: General Bullet Physics Support and Feedback
Topic: btbvhtrianglemeshshape on separated objects
Replies: 2
Views: 3393

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...