Search found 12 matches

by Mattg
Tue Apr 20, 2010 11:21 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Problem with Collision Detection and ClosestPoint
Replies: 1
Views: 2194

Re: Problem with Collision Detection and ClosestPoint

Check Erwin's reply in this thread http://bulletphysics.org/Bullet/phpBB3/ ... f=9&t=4737

While it's not exactly what Erwin says I think it means both shapes in a collision query can't be btBvhTriangleMeshShape.
by Mattg
Tue Apr 13, 2010 1:52 am
Forum: General Bullet Physics Support and Feedback
Topic: Setting rotation of a static rigid body
Replies: 1
Views: 5768

Re: Setting rotation of a static rigid body

btQuaternion::setEuler() expects radians as far as I know. Also if your program run at a high framerate adding 2 degrees each time might still be very fast, I suggest you multiply with the deltatime to get the rotation to be frame rate independent. Lastly is that a dynamic rigid body? It's not a goo...
by Mattg
Mon Jan 11, 2010 3:21 am
Forum: General Bullet Physics Support and Feedback
Topic: btTransform and Compound Shape Construction question
Replies: 3
Views: 4594

Re: btTransform and Compound Shape Construction question

You seem to set all child shapes at the same position:

T.setOrigin(btVector3(0,0,Radius));

So as far as I can see it's normal that you get the same origin for all child shapes.
by Mattg
Wed Dec 09, 2009 3:51 am
Forum: General Bullet Physics Support and Feedback
Topic: Moving Concave Shape Problem
Replies: 2
Views: 4641

Re: Moving Concave Shape Problem

You can only use TriangleMesh shapes with static bodies. It's not supported for dynamic bodies.
by Mattg
Sat Nov 28, 2009 8:51 pm
Forum: General Bullet Physics Support and Feedback
Topic: Problem with triangle meshes and collision only
Replies: 4
Views: 3401

Re: Problem with triangle meshes and collision only

Yes but I'm not sure. I know that triangle meshes aren't supported for dynamic bodies. Therefore there's no case where bullet need to do triangle mesh vs. triangle mesh collision which makes me think it's not supported/not implemented.
by Mattg
Sat Nov 28, 2009 5:19 am
Forum: General Bullet Physics Support and Feedback
Topic: Problem with triangle meshes and collision only
Replies: 4
Views: 3401

Re: Problem with triangle meshes and collision only

I don't think mesh vs. mesh collision is supported if that's what you're doing.
by Mattg
Tue Nov 03, 2009 4:11 am
Forum: General Bullet Physics Support and Feedback
Topic: Problem with Matrix, Roll, Pitch and Yaw
Replies: 2
Views: 3093

Re: Problem with Matrix, Roll, Pitch and Yaw

I think you could just do this to get what you want. btTransform _btTransform; _btTransform.setIdentity(); _btTransform.setFromOpenGLMatrix( _SIO2object->_SIO2transform->mat ); btVector3 lightPosition( lightposx, lightposy, lightposz); btVector3 worldLightPosition = _btTransform.getRotation() * ligh...
by Mattg
Wed Oct 28, 2009 3:24 am
Forum: General Bullet Physics Support and Feedback
Topic: Collision callbacks questions
Replies: 28
Views: 55633

Re: Collision callbacks questions

From btBroadphasePair you can get the two btCollisionObject in the pair. btCollisionObject's can have a user pointer ( setUserPointer/getUserPointer) which can either contain straight up flags for if something custom should be done for the collision or simply point to your own class which can handle...
by Mattg
Thu Oct 22, 2009 1:28 am
Forum: General Bullet Physics Support and Feedback
Topic: Collision callbacks questions
Replies: 28
Views: 55633

Re: Collision callbacks questions

Check btCollisionDispatcher::setNearCallback()
by Mattg
Thu Oct 22, 2009 1:18 am
Forum: General Bullet Physics Support and Feedback
Topic: Handling collisions on my own.Problems at collisionbox edges
Replies: 1
Views: 2309

Re: Handling collisions on my own.Problems at collisionbox edges

Maybe you could try use the character controller and let it solve the collision for you, it probably a fairly good match to what you try to do. Another approach could be to use convexSweepTest and move the sphere to where it start collide instead of first moving and then compensate which it sounds l...
by Mattg
Thu Oct 22, 2009 1:10 am
Forum: General Bullet Physics Support and Feedback
Topic: How to fight "dancing" box syndrom?
Replies: 9
Views: 7169

Re: How to fight "dancing" box syndrom?

I think it could be margins, just try with a 1.0 and 5.0 unit box combo instead.
by Mattg
Thu Oct 22, 2009 1:08 am
Forum: General Bullet Physics Support and Feedback
Topic: Bullet under XBOX360 using XDK official SDK
Replies: 5
Views: 5779

Re: Bullet under XBOX360 using XDK official SDK

So my question is if there is any info about how hard it would be to port the current math aspects of bullet (which I guess are 90% of the source code) to XDK. Is there any person here with experience There should be nothing to port for the maths, just compile the bullet math lib and it should work...