Search found 47 matches
- Tue Feb 07, 2012 12:45 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Trouble understanding collision groups
- Replies: 2
- Views: 3801
Re: Trouble understanding collision groups
That seems to work, thank you.
- Mon Feb 06, 2012 8:24 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Trouble understanding collision groups
- Replies: 2
- Views: 3801
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...
- Mon Feb 06, 2012 3:00 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Memory Leak from Linking
- Replies: 10
- Views: 11252
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?
Are you sure it's not your code causing leak at all?
In that case, are you sure you destroy all objects you created?
Code: Select all
physics->removeRigidBody(...);
delete RigidBody;
delete CollisionShape;
- Sun Feb 05, 2012 12:01 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Problems with bottleneck
- Replies: 7
- Views: 7065
Re: Problems with bottleneck
1. How many vertices you have in your convex mesh?
2. Have you tried using btDbvtBroadphase instead of btAxisSweep3?
2. Have you tried using btDbvtBroadphase instead of btAxisSweep3?
- Sun Feb 05, 2012 11:56 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Memory Leak from Linking
- Replies: 10
- Views: 11252
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);...
- Thu Feb 02, 2012 8:51 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Can't open 'pmmintrin.h'
- Replies: 2
- Views: 3631
Re: Can't open 'pmmintrin.h'
It's SSE specific header, you need newer Visual Studio version.
- Sun Jan 29, 2012 7:40 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet in Frustum Culling
- Replies: 5
- Views: 14019
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...
- Thu Jan 26, 2012 8:54 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet in Frustum Culling
- Replies: 5
- Views: 14019
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...
- Wed Jan 11, 2012 8:18 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet in Frustum Culling
- Replies: 5
- Views: 14019
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...
- 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: 2341
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):
This is cylinder and sphere, if you look hard enough you'll find your answer (ignore the text in image):
- Fri Mar 11, 2011 2:11 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: [C++] btTriangleIndexVertexArray question
- Replies: 5
- Views: 6849
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.
- 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: 3022
Re: Getting coordinates of lowest point on object
I think you'll have to loop through every vertex and compare to find lowest one.
- Mon Mar 07, 2011 10:54 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btBvhTriangleMeshShape does not work...
- Replies: 5
- Views: 4085
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.
Create own structure for vertex like struct Vector3D{ float x,y,z; }; and fill values, then change parameters and it'll work.
- Mon Mar 07, 2011 4:51 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btBvhTriangleMeshShape does not work...
- Replies: 5
- Views: 4085
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 ...
- 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: 4149
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 ...