Search found 169 matches
- Mon Oct 31, 2011 3:09 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btDbvt::collideOCL (and KDOP) documentation
- Replies: 8
- Views: 17860
Re: btDbvt::collideOCL (and KDOP) documentation
Thank you very much, Flix :-) I got the frustum culling to work now, after some time of trial and error. The OCL sorting works just fine. I also tried to use the occlusion culling code from the test framework. It seems it's assuming a fixed camera with no rotation, as the buffer is not paying any at...
- Fri Oct 28, 2011 2:45 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btDbvt::collideOCL (and KDOP) documentation
- Replies: 8
- Views: 17860
btDbvt::collideOCL (and KDOP) documentation
Hi all, I am trying to make sense of the frustum culling feature of btDbvt (the collideOCL and collideKDOP functions). I am looking at the single implementation I can find using it in the BulletSAPCompleteBoxPruningTest.cpp file (found in the Extras/CDTestFramework) as reference but as I read elsewh...
- Tue Oct 05, 2010 2:43 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Large triangles
- Replies: 2
- Views: 4168
Re: Large triangles
I can at least confirm that SRTM-based meshes work very well in double precision mode. So if single precision doesn't work, you can try that.
Best regards,
Ola
Best regards,
Ola
- Tue Aug 24, 2010 12:35 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Motor doesn't wake up rigid body
- Replies: 6
- Views: 9756
Re: Motor doesn't wake up rigid body
I wasn't able to see from your video if the rigid body really goes to sleep. Maybe you can implement the color of the body to change as a function of the activation state, like in the Bullet demos? In my code I disable deactivation using body->setActivationState(DISABLE_DEACTIVATION); Not really sol...
- Tue Aug 24, 2010 7:58 am
- Forum: General Bullet Physics Support and Feedback
- Topic: kinematic aeroplane?
- Replies: 2
- Views: 4426
Re: kinematic aeroplane?
Hi, if you use the kinematic objects, it's still possible to write code to handle all kinds of collisions and how to handle them. But you will soon see that it can be complicated to handle all the various cases that will come up. The kinematic character controller is an example of this, so you shoul...
- Mon Aug 02, 2010 1:40 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: applytorque about specific point?
- Replies: 6
- Views: 6375
Re: applytorque about specific point?
Torque in itself cannot be applied to a specific point on a body. This is not a limitation in Bullet but rather just how the concept "torque" is defined. The rigid body will always rotate around its center of gravity which is fixed in (0,0,0). So to move the center of gravity in Bullet you...
- Tue May 04, 2010 8:20 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision detection in a large world
- Replies: 3
- Views: 4108
Re: Collision detection in a large world
Are you running Bullet compiled with the double-precision option? It's necessary for such large coordinates.
- Sun Apr 18, 2010 9:59 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: ClosestNotUsRayResultCallback (code)
- Replies: 2
- Views: 3867
- Fri Apr 16, 2010 1:35 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Shape Defined Via Equation?
- Replies: 12
- Views: 9511
Re: Shape Defined Via Equation?
Really nice!!! I think it would help a bit if you try to make the triangles single-sided. Then your objects will be moved out to the front side as soon as they touch a triangle, which sortof makes the ground a bit "thicker". It was discussed in this thread earlier: http://bulletphysics.org...
- Mon Apr 12, 2010 5:57 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Simple newtonian simulations giving wrong results
- Replies: 4
- Views: 4945
Re: Simple newtonian simulations giving wrong results
Since your problem sounds to be 2-dimensional, I think you should simplify things a bit to have more control over the results. You can constrain linear movement to two linear axes and one rotational axis, disable the gravity, and then calculate your own friction forces. See the Box2d demo for some e...
- Mon Apr 12, 2010 1:19 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: virtual character instantiation
- Replies: 2
- Views: 3306
Re: virtual character instantiation
You can share collision shapes between several collision objects/rigid bodies, and this is even recommended when possible. So you can do this. Collision objects (and rigid bodies) however cannot be shared as they contain the actual position and orientation of the object, among lots of things. Cheers...
- Mon Apr 12, 2010 9:22 am
- Forum: General Bullet Physics Support and Feedback
- Topic: PD Controller
- Replies: 1
- Views: 3050
Re: PD Controller
Some of the constraints in Bullets have something called "motors", that can be used for this. Take a look at the DynamicControlDemo, it uses this to animate a spider-like contraption.
Cheers,
Ola
Cheers,
Ola
- Sun Apr 11, 2010 9:47 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Raycast vehicle tilts when turning right or left
- Replies: 5
- Views: 7190
Re: Raycast vehicle tilts when turning right or left
Thank You! But it does not help. I made it localTrans.setOrigin(btVector3(0,0,2.0f)); localTrans.setOrigin(btVector3(0,0,5.0f)); localTrans.setOrigin(btVector3(0,0,10.0f)); It always tilts as before. The z-axis is positive downwards, so you need to try 0.0 or a negative value. The 1.0 value sets th...
- Fri Apr 09, 2010 6:37 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Raycast vehicle tilts when turning right or left
- Replies: 5
- Views: 7190
Re: Raycast vehicle tilts when turning right or left
Your center of gravity is set too low (it's below the ground). Move it up and you will get the effect you want. In the vehicle demo VehicleDemo.cpp, this happens on line 310: //localTrans effectively shifts the center of mass with respect to the chassis localTrans.setOrigin(btVector3(0,0,1)); Cheers...
- Thu Apr 08, 2010 8:44 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Cannot slide correctly against btBvhTriangleMeshShape
- Replies: 1
- Views: 2979
Re: Cannot slide correctly against btBvhTriangleMeshShape
I have made a similar character controller, pushing a capsule around. I almost only use the btBvhTriangleMeshShape for the environment but haven't had any of the problems you describe. Maybe we can figure out what we are doing differently... here are some quick ideas: - I have set friction and resti...