Search found 82 matches
- 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
- 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???
I use it to detect sounds )) But I just understood that I can adjust normals here. Right???
- 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...
- 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?
- 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.
- 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
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
- 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 ...
- 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...
- 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 ...
- 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.
http://blogs.valvesoftware.com/linux/
Windows has extensive DRM and Linux does not. So Linux would be always faster if drivers have similar performance.
- 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 )))
- 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...
- 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...
- 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?
I have one fast moving object.
What is solution to avoid when it penetrates throw objects when it should not?
- 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