Dragonlord,reltham
Thank you for your reply, and i think i have understand something now. And i'll try the way what you two say.
thank you again~
Search found 18 matches
- Fri Nov 21, 2008 3:49 am
- Forum: General Bullet Physics Support and Feedback
- Topic: How to deal with "HUGE" world ? Really Need help!~
- Replies: 6
- Views: 5604
- Thu Nov 20, 2008 5:18 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How to deal with "HUGE" world ? Really Need help!~
- Replies: 6
- Views: 5604
Re: How to deal with "HUGE" world ? Really Need help!~
Thx for your reply. In my system, i'm thinking something like cell system. However, as you state, "Bullet is already compilable with double precision support"? Then, if i set btVector3 worldAabbMin(-1e9 km ,-1e9 km ,-1e9 km ); btVector3 worldAabbMax(1e9 km ,1e9 km ,1e9 km ); It wouldn't dr...
- Thu Nov 20, 2008 4:11 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How to deal with "HUGE" world ? Really Need help!~
- Replies: 6
- Views: 5604
Re: How to deal with "HUGE" world ? Really Need help!~
Is it best to make my objects inside (-1000,-1000,-1000 --- 1000, 1000, 1000)?
If my scene is continuous and huge, but "REAL" handle size is small. Then how can i adjust collision world ?
If my scene is continuous and huge, but "REAL" handle size is small. Then how can i adjust collision world ?
- Thu Nov 20, 2008 3:54 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How to deal with "HUGE" world ? Really Need help!~
- Replies: 6
- Views: 5604
How to deal with "HUGE" world ? Really Need help!~
Hi all, I'm trying to integrate bullet to our existing game. In our game, all models' unit is centimeter. So,models with a width of 1000 or even larger are so common. I find it sometimes bullet comes to be not stable.For example, when a dynamic convex hull is 500 * 500 * 500 as large, it moves stran...
- Thu Oct 30, 2008 4:11 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Question about convexSweepTest. Help~
- Replies: 0
- Views: 2295
Question about convexSweepTest. Help~
hi all, Today, I just want to integrated a character controller into my engine. I do this just like what's done in character demo. However, i encouter a problem when using convexSweepTest. My character is just a box which looks like this: (15,80,15) accordnig to the graphic model. and i use Z-top Co...
- Thu Jun 05, 2008 2:36 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Confused about ContainmentType in Collision detection
- Replies: 0
- Views: 1696
Confused about ContainmentType in Collision detection
hi all, i do something just like appCollisionInterfaceDemo and it works fine. But i.m confused by some steps throught this process: cWorldX.PerformDiscreteCollisionDetection(); for (int i = 0; i < cWorldX.Dispatcher.ManifoldCount; i++) { Question 1: Manifolds are generated by a pair of collisionObje...
- Sat May 10, 2008 1:45 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Help:Can i set any rotation or scale to TriangleMeshShape?
- Replies: 1
- Views: 2582
Help:Can i set any rotation or scale to TriangleMeshShape?
I'm confused about the collisionobject's worldtransform. can i set rotation or scale param to this matrix? if i have a TriangleMeshShape, but in a real world,i set a scale to its worldtransform,just like this: [33,0,0,0,33,0,0,0,33,0,0,0,33,0,0,0]... could bullet still detect the collision according...
- Thu May 08, 2008 1:52 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Can BulletX in XNA support TriangleMeshShape?
- Replies: 3
- Views: 4915
Re: Can BulletX in XNA support TriangleMeshShape?
ok ic
but i really hope it continue as soon as possible...
but i really hope it continue as soon as possible...
- Sat May 03, 2008 11:03 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Can BulletX in XNA support TriangleMeshShape?
- Replies: 3
- Views: 4915
Re: Can BulletX in XNA support TriangleMeshShape?
ok i know there is a bug in TriangleMeshShape which was reported at http://www.codeplex.com/xnadevru/WorkItem/View.aspx?WorkItemId=11068 but it seems that btBvhTriangleMeshShape hasn't been implement, so if i want to test a box and a mesh, which shape can i use? can i just use TriangleMeshShape? wha...
- Sat May 03, 2008 9:37 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Can BulletX in XNA support TriangleMeshShape?
- Replies: 3
- Views: 4915
Can BulletX in XNA support TriangleMeshShape?
I wanna use TriangleMeshShape for box-tri collision test,however it doesn't seem to work.. CollisionDispatcher Dispatcher = new CollisionDispatcher(); Vector3 worldAabbMin = new Vector3(-1000000, -1000000, -1000000); Vector3 worldAabbMax = new Vector3(1000000, 1000000, 1000000); const int maxProxies...
- Tue Nov 27, 2007 1:17 am
- Forum: General Bullet Physics Support and Feedback
- Topic: C#/XNA BulletX: Why there is no Contact point sometimes?
- Replies: 2
- Views: 3627
Re: C#/XNA BulletX: Why there is no Contact point sometimes?
Hi~ yes, i just rotate the big coneShape around vector(x,y,z),then a translation (a,b,c),then a second translation (a1,b2,c3), when the cone is small,it can detect contacts. but when the cone is very large and it completely contains a small box. Sometimes,then i rotate(cone) a little, it can't detec...
- Mon Nov 26, 2007 5:32 am
- Forum: General Bullet Physics Support and Feedback
- Topic: C#/XNA BulletX: Why there is no Contact point sometimes?
- Replies: 2
- Views: 3627
C#/XNA BulletX: Why there is no Contact point sometimes?
Hi~ There is a problem when i detect contacts In XNA I make a large ConeShape(Much larger than other object) and some transform. then a small boxShape. i wanna detect contacts between them(Just like collision interface demo) But when ConeShape completely contains box, moving or rotate the coneShape,...
- Tue Nov 20, 2007 7:18 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Contacts detect question...
- Replies: 3
- Views: 3422
Re: Contacts detect question...
thank u for your quick answer~
then how can i construct BulletX WorldMatrix in WPF?
can i set more then one rotation to a collisionobject ?
I cannot open the links you supply. thank u again~
then how can i construct BulletX WorldMatrix in WPF?
can i set more then one rotation to a collisionobject ?
I cannot open the links you supply. thank u again~
- Tue Nov 20, 2007 4:29 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Contacts detect question...
- Replies: 3
- Views: 3422
Contacts detect question...
When i detect contact with box and cone,i don't know why it doesn't work ConeShape's center is at half of its height and direction is +y, around Y i rotate ConeShape with Quaternion(new Vector3D(1,0,0), countAngle), new Point3D(0, 0, 0) or Quaternion(new Vector3D(0, 0, 1), countAngle), new Point3D(0...
- Sun Nov 18, 2007 7:04 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Where is the default center of ConeShape?
- Replies: 2
- Views: 2762
Where is the default center of ConeShape?
Today I try to detect contact with a cone and box
however,when i set worldTransfrom to cone, it doesn't work well.
i try many times,but result in faliure
i wonder where is the Cone's default center and direction?
Could anyone tell me ? Thx in advance.
however,when i set worldTransfrom to cone, it doesn't work well.
i try many times,but result in faliure
i wonder where is the Cone's default center and direction?
Could anyone tell me ? Thx in advance.