Search found 456 matches
- Wed Dec 14, 2016 11:22 am
- Forum: General Bullet Physics Support and Feedback
- Topic: [SOLVED]Beginner Q re parameters to setMotorTarget()
- Replies: 2
- Views: 8303
Re: Beginner Q re parameters to setMotorTarget()
AFAIR (from some year ago... :? ): My question is: if the motor's velocity is getting set to the total distance per delta time... Nope, the motor's target velocity is getting set. Bullet does not set it instantly, but sets some force that is based on the MaxMotorForce every timestep to try to get to...
- Mon Nov 07, 2016 12:08 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Using broadphase collision detection only
- Replies: 8
- Views: 19649
Re: Using broadphase collision detection only
Specifically, I want a fast way to: 1. determine which objects are in my view volume (so I can render only these objects) 2. determine which objects are inside of a light volume (so I can use just these objects for shadow calculations) My thinking is to use Bullet's broadphase algorithms for this T...
- Wed Jun 22, 2016 12:51 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Incorrect collision normal in sphere/triangle mesh collision
- Replies: 5
- Views: 17619
Re: Incorrect collision normal in sphere/triangle mesh colli
Thanks for taking the time to test the btMultisphereShape too :) . P.S. To make your patch depend on Bullet Collisions only, btCollisionObject.h should have a isStaticOrKinematicObject() method that just depends on its own collision flags. It could be used instead of checking the mass (and should be...
- Tue Jun 21, 2016 12:05 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Incorrect collision normal in sphere/triangle mesh collision
- Replies: 5
- Views: 17619
Re: Incorrect collision normal in sphere/triangle mesh colli
It's basically the same patch applied at two locations (once for sphere triangle collision, the other for convex vs triangle). Then I guess it affects spheres made with one btMultiSphereShape too, isn't t? In any case I think it's better if you post a issue to the bullet3 issue section ( https://gi...
- Mon May 30, 2016 12:27 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Why is there no onCollision callback for collision shapes?
- Replies: 2
- Views: 8174
Re: Why is there no onCollision callback for collision shape
I had made (5 year ago) a demo on how to easily do that without modifying the Bullet source code. However, it's 5 years old... and worked with the old libBulletOpenGL. Maybe you can still reuse most of the files in it... I posted the demo here (see last post): http://www.bulletphysics.org/Bullet/php...
- Sat Apr 30, 2016 11:19 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Debug Draw btCollisionObject
- Replies: 1
- Views: 6874
Re: Debug Draw btCollisionObject
btGImpactMeshShape* shape = static_cast<btGImpactMeshShape*>(co->getCollisionShape()); btStridingMeshInterface* mi = shape->>getMeshInterface(); // get vertices and indices from the btStridingMeshInterface (see: btStridingMeshInterface.h) The same is valid for btBvhTriangleMeshShapes. P.S. And, as ...
- Wed Apr 13, 2016 7:28 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Arbitrary Mesh - how to create collision shape?
- Replies: 4
- Views: 13824
Re: Arbitrary Mesh - how to create collision shape?
Yes, that demo has not been ported to the Bullet3 package... However, there's still a libConvexDecomposition (that is built by default and it's based on John Ratcliff's work) and there are still the two files: btGImpactConvexDecompositionShape.h btGImpactConvexDecompositionShape.cpp: AFAIR they were...
- Wed Apr 13, 2016 11:28 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Arbitrary Mesh - how to create collision shape?
- Replies: 4
- Views: 13824
Re: Arbitrary Mesh - how to create collision shape?
1) btGImpactShape 2) Convex decomposition: decompose the mesh into convex child shapes of a btCompoundShape (or of a btGImpactConvexDecompositionShape that's probably deprecated...). Known algorithms: -> V-HACD: https://github.com/kmammou/v-hacd (good for closed (=waterproof) meshes) -> includes a B...
- Mon Apr 11, 2016 12:21 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How to volume/thick ray test? ,ClosestRayResultCallback?
- Replies: 2
- Views: 8671
Re: How to volume/thick ray test? ,ClosestRayResultCallback?
A convex cast instead of a ray cast ?hyyou wrote:Bullet has point ray test functions :-
Code:
btCollisionWorld::ClosestRayResultCallback RayCallback(Start, End);
But in a situation where a bazooka shoot a very fast big rocket (e.g. rigidBody), does BulletPhysic has any function to ray test that volume?
- Thu Mar 24, 2016 2:35 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Scan area for intersecting shapes.
- Replies: 8
- Views: 18757
Re: Scan area for intersecting shapes.
It is pity that Bullet don't have AABB query like Box2D. I haven't read the whole series of posts, but maybe you can try: btDbvtBroadphase::aabbTest (const btVector3 &aabbMin, const btVector3 &aabbMax, btBroadphaseAabbCallback &callback) P.S. I have never tried it and I don't know if it...
- Wed Mar 16, 2016 4:53 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Get vertex of btGImpactMeshShape
- Replies: 2
- Views: 9331
Re: Get vertex of btGImpactMeshShape
As usual, another already-answered question:
http://bulletphysics.org/Bullet/phpBB3/ ... ace#p34363
P.S. Maybe we should ask users to use the "Search" button before posting.
http://bulletphysics.org/Bullet/phpBB3/ ... ace#p34363
P.S. Maybe we should ask users to use the "Search" button before posting.
- Thu Feb 25, 2016 9:39 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Is rayTest thread safe?
- Replies: 9
- Views: 20731
Re: Is rayTest thread safe?
Is rayTest thread safe? I've never tried, but, according to: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&t=10232&start=30&hilit=ray , to make it thread safe some changes must be applied. Probably these changes (but I don't know if these are the ONLY changes required): https...
- Wed Feb 03, 2016 12:40 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Slider properties
- Replies: 15
- Views: 43862
Re: Slider properties
One more stupid question is is it possible to switch a body from dynamic to static? Or do you need to destroy and recreate it? It's probably better to remove it from the world and reinsert it after modifying all the required flags. I don't remember exactly how to do it, however it should be possibl...
- Tue Feb 02, 2016 12:51 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Slider properties
- Replies: 15
- Views: 43862
Re: Slider properties
Okay sorry so I'm a little confused. Is there specifically a state you can set to cause the object to be static? I think we are just setting an infinite mass, so does the object still count as dynamic even though it is an infinite mass, or is it now implicitly static? In Bullet rigid bodies can be ...
- Mon Feb 01, 2016 7:37 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Slider properties
- Replies: 15
- Views: 43862
Re: Slider properties
Well, I guess it's not a mass-difference problem: it's just that a static object is probably not considered simply as an infinite mass body, but Bullet has some "specialized way" to treat it (actually I'm just guessing: I should see the code to tell it :) ). For sure the inertia of static ...