Search found 6 matches

by acu192
Thu Mar 25, 2021 3:57 am
Forum: General Bullet Physics Support and Feedback
Topic: btPersistentManifold::getNumContacts always returns zero
Replies: 3
Views: 3334

Re: btPersistentManifold::getNumContacts always returns zero

Yep, I'm seeing the same behavior as @s_kohan. Even if there is a btPersistentManifold, you still have to check getNumContacts() > 0 to actually know if the collision is for-realz.
by acu192
Tue Mar 23, 2021 3:30 pm
Forum: General Bullet Physics Support and Feedback
Topic: "multiple mesh parts" with btBvhTriangleMeshShape?
Replies: 4
Views: 1838

Re: "multiple mesh parts" with btBvhTriangleMeshShape?

Yes, that's actually how I ran into this myself (except we're loading GLTF instead of FBX but whatever, conceptually the same). Actually I went ahead and am just using btTriangleMesh (implements btStridingMeshInterface ) and I'm just adding all triangles to one "part" (because that's a lim...
by acu192
Fri Mar 19, 2021 11:30 pm
Forum: General Bullet Physics Support and Feedback
Topic: "multiple mesh parts" with btBvhTriangleMeshShape?
Replies: 4
Views: 1838

Re: "multiple mesh parts" with btBvhTriangleMeshShape?

Here's the manual I was referring to: https://github.com/bulletphysics/bullet3/blob/395e17c7bf2fd1b906f41aa651bb145dcedeb873/docs/Bullet_User_Manual.pdf (middle-ish of page 14) Says, "The btBvhTriangleMeshShape can store multiple mesh parts. It keeps a triangle index and part index in a 32bit s...
by acu192
Fri Mar 19, 2021 6:17 pm
Forum: General Bullet Physics Support and Feedback
Topic: "multiple mesh parts" with btBvhTriangleMeshShape?
Replies: 4
Views: 1838

"multiple mesh parts" with btBvhTriangleMeshShape?

The User's Manual says that a btBvhTriangleMeshShape can store "multiple mesh parts" (page 14). I studied the source of btTriangleMesh and it only uses one (1) "part" (i.e. only one entry goes into the `m_indexedMeshes` array). So, my question (I've tried studying the code deeper...
by acu192
Tue Feb 16, 2021 11:12 pm
Forum: General Bullet Physics Support and Feedback
Topic: [Solved]If I want hard constraints is featherstone and multibody the only effective solution?
Replies: 5
Views: 2797

Re: [Solved]If I want hard constraints is featherstone and multibody the only effective solution?

Thanks for following up with you solution, Octavius_Ace. Glad to hear it, and I'll give it a try soon to see if I can solve my own "constraint stretching" issues as well. Sidenote... You say: When objects get unrealistically large, I find the simulation becomes very 'floaty', Maybe this is...
by acu192
Thu Jan 28, 2021 12:28 am
Forum: General Bullet Physics Support and Feedback
Topic: [Solved]If I want hard constraints is featherstone and multibody the only effective solution?
Replies: 5
Views: 2797

Re: If I want hard constraints is featherstone and multibody the only effective solution?

I'm also very interested in knowing the answer to your questions. Hopefully someone who knows the multibody world can help us here.