Search found 44 matches

by sipickles
Fri Jul 08, 2011 7:03 pm
Forum: General Bullet Physics Support and Feedback
Topic: Missing vital point with stepSimulation
Replies: 2
Views: 2665

Re: Missing vital point with stepSimulation

Ok, thats the problem. Client on win32 is compiling as debug. Server compiling in release. That has a huge effect during collision detection , right? When I compile client in release, it keeps up with server. How many collision objects should I consider a max in a single world? What is best way to c...
by sipickles
Thu Jul 07, 2011 7:27 pm
Forum: General Bullet Physics Support and Feedback
Topic: Missing vital point with stepSimulation
Replies: 2
Views: 2665

Missing vital point with stepSimulation

Hi, I'd like to discuss btDiscreteDynamicsWorld::stepSimulation. I thought I had this resolved long ago, but timing issues have reared their ugly head once again. In particular, my server and client simulations are running at very different rates. I noticed my frame rate on the client was down so I ...
by sipickles
Sat Apr 16, 2011 8:55 am
Forum: General Bullet Physics Support and Feedback
Topic: Add to a btRigidBody's collision group/mask
Replies: 2
Views: 2663

Add to a btRigidBody's collision group/mask

Hello, I have looked through the docs but can't find how to adjust the collision group and/or collision mask after adding a btRigidBody to a btDiscreteDynamicsWorld Here's how I am doing the original add: //Entity collides with other entities, terrain and walls m_world->addRigidBody( m_body, COLLISI...
by sipickles
Sat Apr 16, 2011 8:48 am
Forum: General Bullet Physics Support and Feedback
Topic: Raycasting - Getting sequential collision objects
Replies: 0
Views: 1615

Raycasting - Getting sequential collision objects

Hello I am using raycasting for mouse picking and its working well. However, the result points to the first object that the ray collided with. Makes sense as I am using btCollisionWorld::ClosestRayResultCallback to retrieve the collision object. So what if I want to find the next collision object, i...
by sipickles
Mon Nov 15, 2010 9:50 pm
Forum: General Bullet Physics Support and Feedback
Topic: Unresolved external symbols
Replies: 10
Views: 11905

Re: Unresolved external symbols

Magmatwister wrote:Nevermind! :P
Ah I think the OP may be as embarrased as me.

I had, for some reason, changed my VS proiject to link to bullet-2.77/msvc9/libs/debug/BulletCollision.lib rather than bullet-2.77/libs/libbulletcollision.lib (likewise with libbulletdynamics.lib and libbulletmath.lib)

hth
by sipickles
Mon Nov 15, 2010 4:51 pm
Forum: General Bullet Physics Support and Feedback
Topic: Unresolved external symbols
Replies: 10
Views: 11905

Re: Unresolved external symbols

Did you find the problem?

I have similar problem after upgrade to 2.77. Link error with btcollisionshape::getContactBreakingThreshold :(
by sipickles
Mon Apr 05, 2010 5:57 pm
Forum: General Bullet Physics Support and Feedback
Topic: Limiting collision notifications
Replies: 5
Views: 4064

Re: Limiting collision notifications

Sorry, my mistake. My falling cube generates 12 new contacts per contact point, with clearManifold() active.

I guess thats the slight bouncing and is manageable.

Could I use the impulse to only acknowledge large impacts?
by sipickles
Mon Apr 05, 2010 10:37 am
Forum: General Bullet Physics Support and Feedback
Topic: Limiting collision notifications
Replies: 5
Views: 4064

Re: Limiting collision notifications

Hi Flix, thanks for your input. I havent had time to try your example code yet, but unfortunately, not clearing the manifold doenst really affect the flow of contacts. I get a continous flow of contacts all with a life time of 1. If I change my test to if ( pt.getLifeTime() == 2 ) I get no contact d...
by sipickles
Fri Apr 02, 2010 6:29 pm
Forum: General Bullet Physics Support and Feedback
Topic: Limiting collision notifications
Replies: 5
Views: 4064

Limiting collision notifications

Hello, I am detecting collision events by iterating over manifolds. Trouble is I get A LOT of collisions. In my test case, I have a single box which drops onto some terrain. Despite my best effort I still get 330 collisions detected by the following code // Iterate over contact manifolds / points: i...
by sipickles
Thu Apr 01, 2010 6:30 pm
Forum: General Bullet Physics Support and Feedback
Topic: collision problem
Replies: 3
Views: 4091

Re: collision problem

You should use applyTorque to change the rotation of the box, not by setting its transform directly.

You are moving the box past the ball, not allowing the box to push the ball around
by sipickles
Thu Mar 25, 2010 10:46 am
Forum: General Bullet Physics Support and Feedback
Topic: Finding location of ray intersection with heightmap
Replies: 1
Views: 2640

Re: Finding location of ray intersection with heightmap

Ah bullet is great,

I just need the collisioncallback hitPointWorld, then cross reference it with my scaled data set.

Nice
by sipickles
Tue Mar 23, 2010 12:53 am
Forum: General Bullet Physics Support and Feedback
Topic: Finding location of ray intersection with heightmap
Replies: 1
Views: 2640

Finding location of ray intersection with heightmap

Hi,

I can get raycasts to hit heightmaps with ease thanks to bullet.

Is there any way to calculate the point at which a raycast intersects at btHeightFieldTerrainShape?

I'd like to know the exact btVector3 coords of the intersection?


Thanks

Simon
by sipickles
Sun Aug 09, 2009 8:42 am
Forum: General Bullet Physics Support and Feedback
Topic: How to use Bullet to control a smooth camera...
Replies: 11
Views: 18599

Re: How to use Bullet to control a smooth camera...

Zeal wrote:Not sure how to do the rotation though... I dont want the user to pitch more than -90 to +90 degrees (yaw can go a full 360 degrees). How can I clamp these angles?
This is something I am also interested in but have not yet resolved. Contrainsts perhaps?