Search found 82 matches

by razer
Wed Sep 18, 2013 12:10 am
Forum: General Bullet Physics Support and Feedback
Topic: Custom contact normal algorithm
Replies: 4
Views: 4802

Re: Custom contact normal algorithm

gContactAddedCallback works to override normal
by razer
Tue Sep 17, 2013 11:39 pm
Forum: General Bullet Physics Support and Feedback
Topic: Custom contact normal algorithm
Replies: 4
Views: 4802

Re: Custom contact normal algorithm

Am I allowed to modify normal in gContactAddedCallback ???

I use it to detect sounds :))) But I just understood that I can adjust normals here. Right???
by razer
Tue Sep 17, 2013 11:24 pm
Forum: General Bullet Physics Support and Feedback
Topic: Custom contact normal algorithm
Replies: 4
Views: 4802

Re: Custom contact normal algorithm

file btCollisionWorld.cpp virtual bool process(const btBroadphaseProxy* proxy) { btCollisionObject* collisionObject = (btCollisionObject*)proxy->m_clientObject; if (collisionObject == m_collisionObject) return true; //only perform raycast if filterMask matches if(m_resultCallback.needsCollision(coll...
by razer
Tue Sep 17, 2013 10:04 pm
Forum: General Bullet Physics Support and Feedback
Topic: Custom contact normal algorithm
Replies: 4
Views: 4802

Re: Custom contact normal algorithm

I plan to override btCollisionAlgorithm* btCollisionDispatcher::findAlgorithm(btCollisionObject* body0,btCollisionObject* body1,btPersistentManifold* sharedManifold = 0); I will do my own btCollisionAlgorithm and it will wrap original btCollisionAlgorithm but will modify normals What do you think?
by razer
Tue Sep 17, 2013 2:05 pm
Forum: General Bullet Physics Support and Feedback
Topic: Minimalist usage of Bullet
Replies: 2
Views: 3673

Re: Minimalist usage of Bullet

You should be able to do what you want. It should not work like you describe.
by razer
Tue Sep 17, 2013 2:03 pm
Forum: General Bullet Physics Support and Feedback
Topic: Container objects (cube)
Replies: 1
Views: 3355

Re: Container objects (cube)

is cube in bullet example a static object as well?

May be you should create cube from mesh. (btBvhTriangleMeshShape and btTriangleMesh)

I know it worked for me. But I the correct way would be to have 6 separate body: walls, flow and ceiling
by razer
Tue Sep 17, 2013 1:55 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet or ODE for many rigid joints?
Replies: 12
Views: 15203

Re: Bullet or ODE for many rigid joints?

The gummy effect is because bulletphysics and other (physx) use impulse dynamics. This engine blindly applys impulses. Such system will always vibrate. More joints - more vibration. Sound like you do not need physics at all. May be you just need collision detection or even simpler use some graphics ...
by razer
Tue Sep 17, 2013 10:44 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: How to simulate cylinder collider?
Replies: 3
Views: 9082

Re: How to simulate cylinder collider?

The only difference between Sphere and Cylinder is collision detection algorithm. After contact point is detected then same solver is used for all objects. Every pair of shapes have there own narrowphase collision detection algorithm. You may debug bullet code to see what code detects collision of c...
by razer
Tue Sep 17, 2013 10:37 am
Forum: General Bullet Physics Support and Feedback
Topic: Custom contact normal algorithm
Replies: 4
Views: 4802

Custom contact normal algorithm

Some times contact normal is unpredictable. Especially on edges. May be it depends on what object is A and what object is B in collision pair and when they switch in a pair then normal switch as well. What is the best way to override contact normal algorithm? I can check object's UserPointer and if ...
by razer
Tue Aug 14, 2012 9:13 am
Forum: General Bullet Physics Support and Feedback
Topic: ParticleDemo is much faster under Linux than Windows
Replies: 1
Views: 2698

Re: ParticleDemo is much faster under Linux than Windows

Linux with recent drivers is faster then Windows.
http://blogs.valvesoftware.com/linux/

Windows has extensive DRM and Linux does not. So Linux would be always faster if drivers have similar performance.
by razer
Sun Aug 05, 2012 8:20 pm
Forum: Applications, Games, Demos or Movies using Bullet
Topic: Vehicle demo
Replies: 3
Views: 9395

Re: Vehicle demo

Thanks )))
by razer
Thu Aug 02, 2012 11:00 pm
Forum: Applications, Games, Demos or Movies using Bullet
Topic: Vehicle demo
Replies: 3
Views: 9395

Vehicle demo

http://www.youtube.com/watch?v=V95jo-Tnado&feature=plcp I have suspended racing game project but everything related to physics is in very good state. Physics is done with Bullet World is infinite and streaming Car can handle 300-500 km per second It uses bullet 2.71 or 2.72 Ccd or continuous phy...
by razer
Thu Aug 02, 2012 10:20 pm
Forum: General Bullet Physics Support and Feedback
Topic: btContinuousDynamicsWorld disappeared
Replies: 2
Views: 3120

Re: btContinuousDynamicsWorld disappeared

Thank You! But it does not work. I set step rate in stepSimulation to 20 steps per second to make penetration more noticeable. I have sphere that is fast moving object with radius 0.5 I set setCcdMotionThreshold to 0.5, 0.1 and 0.01 for that sphere But sphere still avoids contact when visually it mu...
by razer
Thu Aug 02, 2012 5:38 pm
Forum: General Bullet Physics Support and Feedback
Topic: btContinuousDynamicsWorld disappeared
Replies: 2
Views: 3120

btContinuousDynamicsWorld disappeared

Is it removed from Bullet?

I have one fast moving object.
What is solution to avoid when it penetrates throw objects when it should not?
by razer
Thu Feb 03, 2011 12:00 am
Forum: General Bullet Physics Support and Feedback
Topic: Deserializing btCollisionShape
Replies: 2
Views: 2647

Re: Deserializing btCollisionShape

that code works