Search found 47 matches

by Ripiz
Tue Feb 07, 2012 12:45 pm
Forum: General Bullet Physics Support and Feedback
Topic: Trouble understanding collision groups
Replies: 2
Views: 2037

Re: Trouble understanding collision groups

That seems to work, thank you.
by Ripiz
Mon Feb 06, 2012 8:24 pm
Forum: General Bullet Physics Support and Feedback
Topic: Trouble understanding collision groups
Replies: 2
Views: 2037

Trouble understanding collision groups

Hello, I'm trying to figure how to set up collision groups so that the object wouldn't collide with itself. I tried following code: mCollisionWorld->addCollisionObject(mGhostObject, btBroadphaseProxy::CharacterFilter, -1 ^ btBroadphaseProxy::CharacterFilter); I thought second parameter is object's c...
by Ripiz
Mon Feb 06, 2012 3:00 pm
Forum: General Bullet Physics Support and Feedback
Topic: Memory Leak from Linking
Replies: 10
Views: 5386

Re: Memory Leak from Linking

So memory leak appears after you add functionality, which is never executed?
In that case, are you sure you destroy all objects you created?

Code: Select all

physics->removeRigidBody(...);
delete RigidBody;
delete CollisionShape;
Are you sure it's not your code causing leak at all?
by Ripiz
Sun Feb 05, 2012 12:01 pm
Forum: General Bullet Physics Support and Feedback
Topic: Problems with bottleneck
Replies: 7
Views: 3513

Re: Problems with bottleneck

1. How many vertices you have in your convex mesh?

2. Have you tried using btDbvtBroadphase instead of btAxisSweep3?
by Ripiz
Sun Feb 05, 2012 11:56 am
Forum: General Bullet Physics Support and Feedback
Topic: Memory Leak from Linking
Replies: 10
Views: 5386

Re: Memory Leak from Linking

Geometrian, can you post your initialization and destruction? Code posted by DannyChapman doesn't have any leaks: btDefaultCollisionConfiguration *mCollisionConfiguration = new btDefaultCollisionConfiguration(); btCollisionDispatcher *mDispatcher = new btCollisionDispatcher(mCollisionConfiguration);...
by Ripiz
Thu Feb 02, 2012 8:51 pm
Forum: General Bullet Physics Support and Feedback
Topic: Can't open 'pmmintrin.h'
Replies: 2
Views: 2088

Re: Can't open 'pmmintrin.h'

It's SSE specific header, you need newer Visual Studio version.
by Ripiz
Sun Jan 29, 2012 7:40 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet in Frustum Culling
Replies: 5
Views: 10099

Re: Bullet in Frustum Culling

1. I created objects on heap and nothing changed 2. Tried findPair(...) and failed to notice any difference in performance. Possibly because rendering took most of the time 3. Added (...)->setMargin(0) line, no idea what it does though XD 4. After some debugging I noticed my frustum's left and right...
by Ripiz
Thu Jan 26, 2012 8:54 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet in Frustum Culling
Replies: 5
Views: 10099

Re: Bullet in Frustum Culling

I am having some problems with btPairCachingGhostObject implementation. It seems to detect my objects (heightmap to be precise) as visible even when they're way outside my view (I suspect it uses AABB instead of frustum). Here's my implementation: Culling Physics World initialization: mCullingConfig...
by Ripiz
Wed Jan 11, 2012 8:18 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet in Frustum Culling
Replies: 5
Views: 10099

Bullet in Frustum Culling

Hello, I've made (very) simple frustum culling using Bullet, it simply checks for collisions between frustum shape and btBoxShape in world, collision means object is visible. I thought maybe someone knows any way to optimize my way of culling (or maybe even suggest better algorithm), or got some tip...
by Ripiz
Fri Mar 11, 2011 2:14 pm
Forum: General Bullet Physics Support and Feedback
Topic: Can collision occur before bodies don't reach each other??
Replies: 2
Views: 830

Re: Can collision occur before bodies don't reach each other

Cylinder is NOT a sphere.

This is cylinder and sphere, if you look hard enough you'll find your answer (ignore the text in image):
Image
by Ripiz
Fri Mar 11, 2011 2:11 pm
Forum: General Bullet Physics Support and Feedback
Topic: [C++] btTriangleIndexVertexArray question
Replies: 5
Views: 3578

Re: [C++] btTriangleIndexVertexArray question

Video is A LOT OF IMAGES. So create like 1000 images to make about 50 second video. Unless you know some video encoding algorithm.
by Ripiz
Thu Mar 10, 2011 6:33 pm
Forum: General Bullet Physics Support and Feedback
Topic: Getting coordinates of lowest point on object
Replies: 2
Views: 1147

Re: Getting coordinates of lowest point on object

I think you'll have to loop through every vertex and compare to find lowest one.
by Ripiz
Mon Mar 07, 2011 10:54 am
Forum: General Bullet Physics Support and Feedback
Topic: btBvhTriangleMeshShape does not work...
Replies: 5
Views: 1441

Re: btBvhTriangleMeshShape does not work...

sizeof(btVector3) isn't equal to 3 * sizeof(float), or any other known size, so function doesn't work properly.
Create own structure for vertex like struct Vector3D{ float x,y,z; }; and fill values, then change parameters and it'll work.
by Ripiz
Mon Mar 07, 2011 4:51 am
Forum: General Bullet Physics Support and Feedback
Topic: btBvhTriangleMeshShape does not work...
Replies: 5
Views: 1441

Re: btBvhTriangleMeshShape does not work...

Referring to new btTriangleIndexVertexArray(... It should be 3*sizeof(int) not just sizeof(int), as it requires index size of one triangle. Also I'm not sure if it works with integer, I'm using unsigned short. btVector3 is way bigger than 3 floats, so it can't calculate things correctly, create new ...
by Ripiz
Sat Feb 26, 2011 6:39 am
Forum: General Bullet Physics Support and Feedback
Topic: Matching origins between bullet body and graphic object
Replies: 4
Views: 1561

Re: Matching origins between bullet body and graphic object

I'm using DirectX, but maybe it'll help you. // get cylinder's rotation, and convert values into Euler Vector3 rotation = QuatToEuler(&body->getWorldTransform().getRotation()); // set rotation for my object model->SetRotation(rotation); // negative cylinder's half extend (only Y axis), in other word...