Search found 44 matches
- Fri Jul 08, 2011 7:03 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Missing vital point with stepSimulation
- Replies: 2
- Views: 2668
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...
- Thu Jul 07, 2011 7:27 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Missing vital point with stepSimulation
- Replies: 2
- Views: 2668
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 ...
- Sat Apr 16, 2011 6:59 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Add to a btRigidBody's collision group/mask
- Replies: 2
- Views: 2664
Re: Add to a btRigidBody's collision group/mask
Ok thanks for clarifying.
- 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: 2664
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...
- 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...
- Mon Nov 15, 2010 9:50 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Unresolved external symbols
- Replies: 10
- Views: 11916
Re: Unresolved external symbols
Ah I think the OP may be as embarrased as me.Magmatwister wrote:Nevermind!
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
- Mon Nov 15, 2010 4:51 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Unresolved external symbols
- Replies: 10
- Views: 11916
Re: Unresolved external symbols
Did you find the problem?
I have similar problem after upgrade to 2.77. Link error with btcollisionshape::getContactBreakingThreshold
I have similar problem after upgrade to 2.77. Link error with btcollisionshape::getContactBreakingThreshold
- 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?
I guess thats the slight bouncing and is manageable.
Could I use the impulse to only acknowledge large impacts?
- 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...
- 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...
- Thu Apr 01, 2010 6:30 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: collision problem
- Replies: 3
- Views: 4096
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
You are moving the box past the ball, not allowing the box to push the ball around
- 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
I just need the collisioncallback hitPointWorld, then cross reference it with my scaled data set.
Nice
- 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
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
- 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: 18608
Re: How to use Bullet to control a smooth camera...
This is something I am also interested in but have not yet resolved. Contrainsts perhaps?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?
- Sat Aug 08, 2009 3:53 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Constraining range of rotation of rigidBody
- Replies: 1
- Views: 2111