Search found 17 matches
- Wed Jan 02, 2013 7:08 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Most efficient way to handle multiple physics worlds
- Replies: 2
- Views: 2977
Most efficient way to handle multiple physics worlds
I often find myself creating new bullet worlds for specific effects in my game -- for example, if I want to have floppy rabbit ears that don't collide with anything, it seems most intuitive to just create a new world for each rabbit. If I want to perform proximity collision, I make a world populated...
- Tue Sep 13, 2011 8:53 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Speeding up repetitive collision checks?
- Replies: 0
- Views: 2258
Speeding up repetitive collision checks?
In my game project, I do a lot of very similar collision queries. For instance, if a character is walking across a surface, I sweep a small sphere downwards from above each foot to get the ground position for inverse kinematics. Similarly, visibility checks works by tracing a ray from one character'...
- Sun Jan 02, 2011 7:09 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Moment of inertia for complex object
- Replies: 1
- Views: 3080
Moment of inertia for complex object
There are a number of cases where the automatic moment of inertia is not sufficient for a complex object with a convex hull, since it assumes uniform mass distribution within the hull's bounding box. An extreme example would be a lollipop -- the mass distribution is almost all in the sphere at the e...
- Thu Jun 24, 2010 2:14 am
- Forum: General Bullet Physics Support and Feedback
- Topic: contactTest collision response
- Replies: 0
- Views: 1703
contactTest collision response
I can use the contactTest function to get all of the btManifoldPoints for the collision, but now I would like to figure out what the normal sliding collision response would be. This is useful for a lot of things that I want to simulate at a higher fidelity than the overall physics scene, like camera...
- Tue May 18, 2010 9:09 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Pose matching with direct angular velocity control
- Replies: 3
- Views: 4605
Re: Pose matching with direct angular velocity control
Thanks! I can successfully create spring-like behavior, but I am having trouble figuring out exactly what parameters will result in the pose being 100% matched, 50% matched, and so on, so that I can control it in a precise way. That is, I'm trying to act on the angle velocity directly in this manner...
- Sun May 16, 2010 6:26 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Pose matching with direct angular velocity control
- Replies: 3
- Views: 4605
Pose matching with direct angular velocity control
I am working on animation for my new game, more specifically I am working on partial ragdolls. For example, in a walking animation I can set the character's arms to be only partially kinematic so that they swing a little when changing direction. Currently I am using btHingeConstraint and Generic6Dof...
- Wed Apr 07, 2010 12:03 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Which shape to use for landmass data?
- Replies: 1
- Views: 2561
Re: Which shape to use for landmass data?
I suspect you will either have to convert your data into a heightfield and use the btHeightfieldTerrain shape, or triangulate it and use a btBvhTriangleMesh shape.
- Tue Mar 23, 2010 2:57 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Single-sided collision response with btBvhTriangleMeshShapes
- Replies: 2
- Views: 4593
Re: Single-sided collision response with btBvhTriangleMeshShapes
Thanks for the advice! To the end of btAdjustInternalEdgeContacts() I added:
And now it gives a single-sided collision response.
Code: Select all
cp.m_normalWorldOnB = colObj0->getWorldTransform().getBasis()*tri_normal;
- Tue Mar 23, 2010 2:07 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Disabling collision between two bodies
- Replies: 9
- Views: 12924
Re: Disabling collision between two bodies
For now I'm just using a point2point constraint with a near-zero m_impulseClamp value -- I figured that would be less expensive than the btGeneric6DofConstraint. So far it seems to be working ok, but I'll file a feature request if it turns out to be too expensive and the other solutions are not suff...
- Sun Mar 21, 2010 11:37 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Single-sided collision response with btBvhTriangleMeshShapes
- Replies: 2
- Views: 4593
Single-sided collision response with btBvhTriangleMeshShapes
When a rigid body collides with a btBvhTriangleMesh shape, the collision response seems to ignore the orientation of the triangle face (i.e. clockwise or counter-clockwise), and instead, determine which direction to move based on whichever side is closer. This means that if a sphere of diameter 1 is...
- Wed Mar 17, 2010 6:01 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: joint friction?
- Replies: 3
- Views: 4709
Re: joint friction?
One way to do this might be to add a btGeneric6DOFConstraint just for friction, with all the limits constantly set to their current state. Then you can control the friction by changing the paramaters of the btTranslationalLimitMotor and btRotationalLimitMotor. I haven't tried this myself, but I'm pl...
- Wed Mar 17, 2010 12:52 am
- Forum: General Bullet Physics Support and Feedback
- Topic: New btInternalEdgeUtility has been added
- Replies: 92
- Views: 147561
Re: New btInternalEdgeUtility has been added
In my brief tests it looks like that could be caused by the two-sided triangles -- sometimes my ragdolls will get stuck halfway through an object because some objects are being pushed out by the correct side, and some are being pushed in by the incorrect side. In ODE this didn't happen for me becaus...
- Tue Mar 16, 2010 11:35 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Disabling collision between two bodies
- Replies: 9
- Views: 12924
Disabling collision between two bodies
When using constraints it's possible to disable collisions using the second parameter of btDynamicsWorld::addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies). But what if I want to disable collisions between two objects without any constraint? Right now I think I ...
- Tue Mar 16, 2010 6:27 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Capsule vs Multisphere
- Replies: 1
- Views: 2713
Capsule vs Multisphere
If I need to create a capsule that connects two points, is there any reason not to use a multisphere for convenience? How does its performance compare to a capsule?
- Tue Mar 16, 2010 3:38 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btBvhTriangleMeshShape and tunneling
- Replies: 1
- Views: 2755
Re: btBvhTriangleMeshShape and tunneling
Disclaimer: I only started using Bullet a few days ago and may not know what I'm talking about. However, I am also using a btBvhTriangleMeshShape for my ground terrain. One thing I noticed is that triangle collision seems to be two-sided. That is, if your rocket is more than halfway through the terr...