Hey Erwin,
Just one more addition to this, I've found the bulletspu implementation is also refreshing manifolds multiple times. I've got a change to make it work how I want, but again I don't know if it will affect other features. Would this be better posted on PS3 DevNet?
Cheers,
Brad
Search found 7 matches
- Mon Jul 27, 2009 11:54 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btCompoundCollisionAlgorithm and refreshing the manifolds
- Replies: 5
- Views: 3890
- Mon Jul 27, 2009 11:32 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: applyForce() / applyCentralForce() ignored in tick callback?
- Replies: 7
- Views: 11706
Re: applyForce() / applyCentralForce() ignored in tick callback?
Hey Guys, In the tick callback is probably not the best place to be doing any real processing. On my project we cache off the contacts we are intersted in and then after all sub-steps are done (i.e. after stepSimulation returns) go through and apply forces; as btDisreteDynamicsWorld.cpp::stepSimulat...
- Mon Jul 27, 2009 12:34 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Jumpy kinematic->dynamic collisions at small timesteps
- Replies: 17
- Views: 19223
Re: Jumpy kinematic->dynamic collisions at small timesteps
Hey Kate, Just a quick guess: In your code file you call m_dynamicsWorld->stepSimulation(ms / 1000000.f, 1, FIXED_TIME_STEP); if FIXED_TIME_STEP is greater than ms/ 1000000.f then the simulation will do nothing for a number of frames and you'll only get motion update (i.e. 1 sub-step every) every FI...
- Mon Jul 27, 2009 12:03 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How to implement static friction?
- Replies: 3
- Views: 3961
Re: How to implement static friction?
Hey Eweitnauer, I've implemented this for my usage of bullet, though it is a hack and really just acts as a switch between a static value and a dynamic value. There are other issues as well, a box for example will get 3/4 contacts on the surface it is on and each one may exhibit slightly different r...
- Mon Jul 27, 2009 7:05 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btCompoundCollisionAlgorithm and refreshing the manifolds
- Replies: 5
- Views: 3890
Re: btCompoundCollisionAlgorithm and refreshing the manifolds
All contact manifolds should be refreshed each frame, but the current implementation might refresh some manifolds multiple times indeed. If we can figure out a way to only refresh manifolds once, with minor changes to the implementation, we can try that. Do you have any suggestion? Thanks, Erwin Th...
- Sun Jul 26, 2009 11:43 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btCompoundCollisionAlgorithm and refreshing the manifolds
- Replies: 5
- Views: 3890
Re: btCompoundCollisionAlgorithm and refreshing the manifolds
All contact manifolds need to be refreshed each frame, to make sure they are up-to-date. Yes I understand that they need to be updated, but is the btCompoundCollisionAlgorithm refreshing some manifolds more than once if they get into NarrowPhase functions? (All the narrow phase functions call refre...
- Fri Jul 24, 2009 2:33 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btCompoundCollisionAlgorithm and refreshing the manifolds
- Replies: 5
- Views: 3890
btCompoundCollisionAlgorithm and refreshing the manifolds
Hey All, I'm trying to understand why btCompoundCollisionAlgorithm needs to refresh all the contact manifolds before processing the collision (btCompoundCollisionAlgorithm.cpp Ln:212-233. Just as a test I commented out the lines mentioned above and the simulation is observable the same. But I'd real...