Hi there.
I have a thorny problem.
I have a wall(triangle mesh) and I need to figure out which parts of the wall have been colliding with a cone. Is there a way to retrieve a list of the triangles that are colliding with the Cone?
Is there another way to do this?
Search found 11 matches
- Mon Jun 11, 2012 1:35 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Getting list of triangles involved in collision.
- Replies: 2
- Views: 3699
- Thu May 24, 2012 12:52 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Major contact stability improvement
- Replies: 57
- Views: 89135
Re: Major contact stability improvement
I'm making a game with a lot of sliding pieces, and they are indeed jittering and penetrating the floor.
I would be so glad if you could share your modified bullet files with me so I can try them out.
Thanks in advance.
I would be so glad if you could share your modified bullet files with me so I can try them out.
Thanks in advance.
- Mon May 03, 2010 3:35 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Maximum Impulse. Impulse cap.
- Replies: 0
- Views: 1515
Maximum Impulse. Impulse cap.
Is there a way to cap the impulse applied to an object?
Say you have a cube and you don't want an impulse over 150 to be applied to it whenever stuff collides with it.
Is this possible?
Say you have a cube and you don't want an impulse over 150 to be applied to it whenever stuff collides with it.
Is this possible?
- Thu Apr 15, 2010 9:27 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Compile errors. (/MDd) and (/MD)
- Replies: 0
- Views: 1869
Compile errors. (/MDd) and (/MD)
Whenever I compile my project in debug mode I get lots of errors. (See bottom) My project's runtime is set as Multi-threaded Debug DLL (/MDd). When I compile the same project in fastdebug mode Multi-threaded DLL(/MD), everything compiles and runs ok. Does anybody have any suggestions? I built the bu...
- Wed Jan 06, 2010 11:09 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Include errors?
- Replies: 8
- Views: 6124
Re: Include errors?
I have the same issue with debug/ release builds.solved ...
the errors occurred because of overloaded new operator in debug mode.
release builds always compiled fine. redefined new before including bullet headers in
debug mode and everything went ok.
What do you mean "redifined new"?
- Wed Jan 06, 2010 9:02 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Errors in BtCollisionObject
- Replies: 1
- Views: 2047
Errors in BtCollisionObject
Hi there. I compiled the demos for bullet 2.75, they run fine. But when I want to use bullet in my project I get a lot of errors. They all have to do with ATTRIBUTE_ALIGNED16() and BT_DECLARE_ALIGNED_ALLOCATOR(); for example: btCollisionObject.h(107) : error C2059: syntax error : 'string' btCollisio...
- Mon Nov 23, 2009 2:31 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Using bullet in dll?
- Replies: 1
- Views: 2425
Using bullet in dll?
Hi. I am fairly new to this so forgive the noobness. I have added all the bullet projects to our solution. I have also added the helloWord demo app project. Everything compiles fine and helloworld runs. Now. The rest of our projects are all Dll's. Can I use bullet in them? Is it a bad Idea to have s...
- Wed Nov 11, 2009 11:46 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Iterate over objects ina bounding box?
- Replies: 15
- Views: 20741
Re: Iterate over objects ina bounding box?
m_ghostPairCallback = new btGhostPairCallback();//btOverlappingPairCallback* m_ghostPairCallback can be actually global
btWorld->getBroadphase()->getOverlappingPairCache()->setInternalGhostPairCallback(m_ghostPairCallback);
What is this for?
btWorld->getBroadphase()->getOverlappingPairCache()->setInternalGhostPairCallback(m_ghostPairCallback);
What is this for?
- Wed Nov 11, 2009 10:53 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Noob question: Static to Dynamic
- Replies: 1
- Views: 2131
Re: Noob question: Static to Dynamic
I solved it with the following code, but I don't know if it will hurt performance if you have to remove and add objects like this... m_dynamicsWorld->removeRigidBody(body); btCollisionShape* colShape = new btBoxShape(btVector3(0.1,0.1,0.1)); btVector3 localInertia(0,0,0); colShape->calculateLocalIne...
- Wed Nov 11, 2009 9:32 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Noob question: Static to Dynamic
- Replies: 1
- Views: 2131
Noob question: Static to Dynamic
I have a stack of (rigidbodies)boxes in my world. They are static, i.e 0 mass. I want them to become dynamic when I click on them.
How can I do this?
How can I do this?
- Wed Nov 04, 2009 2:03 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Rocks!
- Replies: 0
- Views: 1549
Rocks!
Hi. I am a bit new to bullet, so I don't know if what I want to do is possible. I need to simulate a vehicle that chips away rocks from a rockface. It has a thing like a spade at the end. I want smaller rocks to fall away easily when they get impacted by the spade. Larger rocks will either fall away...