Search found 19 matches
- Tue Jan 04, 2011 11:43 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: [C++] Collision callback
- Replies: 2
- Views: 3317
Re: [C++] Collision callback
There are a couple of ways to do this one way is to implement is world->setInternalTickCallback( tickcallback, user_data ) and tickcallback()will be called after every tick and you can do the processing there or if you want the callback to be called after the collision point is processed there's a g...
- Tue Nov 30, 2010 12:31 am
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Deformation demo.
- Replies: 3
- Views: 13335
Re: Deformation demo.
thank you - it seems to work.
- Wed Nov 24, 2010 8:33 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision Detection
- Replies: 1
- Views: 2402
Re: Collision Detection
I am assuming this is what you want
and iterate through the collision manifolds
from the dispatcher
There are some demos which do this. CollisionInterfaceDemo is something which does this.
Thanks
Ram.
Code: Select all
cworld->performDiscreteCollisionDetection();
from the dispatcher
Code: Select all
cworld->getDispatcher();
Thanks
Ram.
- Thu Nov 11, 2010 10:14 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Deformable body self collision(s) detection
- Replies: 2
- Views: 2941
Re: Deformable body self collision(s) detection
Thanks Erwin. I will look into patching GImpactShape and in the meantime also submit an issue tracker for that.
Ram.
Ram.
- Thu Nov 11, 2010 3:33 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Deformable body self collision(s) detection
- Replies: 2
- Views: 2941
Deformable body self collision(s) detection
Hi, I was wondering if its possible detecting self collisions for deformable bodies using GImpact or any other object in Bullet. It seems to be possible to use btSoftBody for self collisions but ideally I would like to use only collisions and not the solver. I would really appreciate any pointers on...
- Thu Nov 04, 2010 10:11 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Updating GImpact shape verts for colliding deforming objects
- Replies: 2
- Views: 2837
Re: Updating GImpact shape verts for colliding deforming obj
thank you flix, I will try your suggestions and post my findings when i have them. Yes, I had registered the GImpact collision algorithm.
ram.
ram.
- Thu Nov 04, 2010 2:12 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Updating GImpact shape verts for colliding deforming objects
- Replies: 2
- Views: 2837
Updating GImpact shape verts for colliding deforming objects
hello, i was wondering if anyone has experience of dynamically updating GImpact Mesh shape vertices for doing collision detection of deforming bodies. i was wondering what is the exact procedure for modifying GImpact mesh vertices before doing a postUpdate(). when i looked at the concave demo which ...
- Thu Nov 04, 2010 1:32 am
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Deformation demo.
- Replies: 3
- Views: 13335
Re: Deformation demo.
hello, thanks for your demo. i am trying to use GImpact shapes with GImpact, both deforming shapes as collision shapes..., I update the positions and am calling postUpdate(), but for some reason the collision detection fails. i was wondering what you had to do in special to get bullet to recognize c...
- Mon Apr 20, 2009 6:51 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: m_appliedImpulse is 0 for a Generic6DofConstraint
- Replies: 7
- Views: 5732
Re: m_appliedImpulse is 0 for a Generic6DofConstraint
Yes, I was able to get it to work with modifications to bullet. In bullet 2.70 source code under the directory /src/BulletDynamics/ConstraintSolver and filename btGeneric6DofConstraint.cpp I changed the following line m_linearLimits.solveLinearAxis( m_timeStep, jacDiagABInv, m_rbA,pointInA, m_rbB,po...
- Tue Jan 06, 2009 7:02 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision between kinematic and static objects
- Replies: 9
- Views: 15014
Re: Collision between kinematic and static objects
In my personal experience there are a few things which have to be done in order to trigger collision detection between kinematic & static objects and to populate the contact manifold with these objects as well included The mass has to be set to some value for these objects and then the collision...
- Tue Oct 14, 2008 9:35 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: solveGroupCacheFriendly func
- Replies: 2
- Views: 3161
Re: solveGroupCacheFriendly func
In line with this, the solveGroup func doesn't seem to set the m_appliedImpulse for the manifold point. It seems to be set only in solveGroupCacheFriendly, Is that on purpose ? So, If the contact solver info is not set to cache friendly, then the m_appliedImpulse for the manifold point always seems ...
- Wed Oct 08, 2008 10:04 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Constraining a DYNAMIC object to a STATIC object
- Replies: 2
- Views: 2841
Re: Constraining a DYNAMIC object to a STATIC object
Thanks for your response Erwin. Actually in running more tests constraining between STATIC & DYNAMIC objects do seem to operate properly. However my issue might be something different. It is because of my system being over constrained and due to the sequential nature of the constraint handling i...
- Tue Oct 07, 2008 4:20 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Constraining a DYNAMIC object to a STATIC object
- Replies: 2
- Views: 2841
Constraining a DYNAMIC object to a STATIC object
There is probably an obvious answer to this question , my apologies. I was wondering if its possible to constrain dynamic objects to static objects. (since static objects have mass=0, I am curious how its handled). When I tried it out, there were no errors, but it didn't seem like the constraints we...
- Thu Oct 02, 2008 9:34 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: m_appliedImpulse always zero
- Replies: 6
- Views: 5405
Re: m_appliedImpulse always zero
I use m_appliedImpulse on the btManifoldPoint from looping through the list from btDispatcher::getInternalManifoldPointer()...and it seems to be getting valid values and not 0. but on browsing the bullet source code I can see a situation where the m_appliedImpulse can be 0. my is observation is base...
- Tue Sep 30, 2008 10:39 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btPersistentManifold & number of contact points
- Replies: 1
- Views: 2395
Re: btPersistentManifold & number of contact points
I guess I can answer my question based on what I found. btPersistantManifold's getNumManifolds() seems to indeed point to the number of Broadphase collisions which seemed to have happened and the manifold's getNumContacts() seems to report the number of actual contacts in the Narrowphase collision c...