Search found 19 matches

by ramsampath
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...
by ramsampath
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.
by ramsampath
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

Code: Select all

cworld->performDiscreteCollisionDetection();
and iterate through the collision manifolds

from the dispatcher

Code: Select all

cworld->getDispatcher();
There are some demos which do this. CollisionInterfaceDemo is something which does this.

Thanks
Ram.
by ramsampath
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.
by ramsampath
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...
by ramsampath
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.
by ramsampath
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 ...
by ramsampath
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...
by ramsampath
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...
by ramsampath
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...
by ramsampath
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 ...
by ramsampath
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...
by ramsampath
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...
by ramsampath
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...
by ramsampath
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...