Search found 20 matches

by DestroyerOfCities
Sun Nov 06, 2016 11:04 pm
Forum: General Bullet Physics Support and Feedback
Topic: Using broadphase collision detection only
Replies: 8
Views: 19638

Re: Using broadphase collision detection only

You're right, you should have a VBO per object and you should only render objects that are within your view frustum. But you don't want to only perform physics on objects in your view frustum; what if an object gets hit just to the right of your camera space, and should be knocked into your field of...
by DestroyerOfCities
Sun Nov 06, 2016 3:37 pm
Forum: General Bullet Physics Support and Feedback
Topic: Moving rigid bodies for a ragdoll
Replies: 3
Views: 5107

Re: Moving rigid bodies for a ragdoll

Yeah I was messed up in how I was drawing the mesh (effectively doubling the model matrix), when I turned on my own "debug shapes" stuff I could see that the capsules were where I expected them to be. :oops: But now I have two additional questions. If I move the transforms and don't call a...
by DestroyerOfCities
Sun Nov 06, 2016 4:35 am
Forum: General Bullet Physics Support and Feedback
Topic: Moving rigid bodies for a ragdoll
Replies: 3
Views: 5107

Moving rigid bodies for a ragdoll

I have a ragdoll setup that integrates with my skinning implementation, such that the "ragdoll" is a bunch of capsule shapes with constraints that I use to update my bone positions/rotations. I only want the character to go into the "ragdoll" state on specific events, so I don't ...
by DestroyerOfCities
Wed Nov 11, 2015 5:38 pm
Forum: General Bullet Physics Support and Feedback
Topic: Location of Plane
Replies: 1
Views: 2818

Re: Location of Plane

Got it. Instead of:

Code: Select all

rigidBody->getMotionState()->getWorldTransform(bTransform);
I needed to do:

Code: Select all

bTransform = rigidBody->getWorldTransform();
by DestroyerOfCities
Wed Nov 11, 2015 6:01 am
Forum: General Bullet Physics Support and Feedback
Topic: Location of Plane
Replies: 1
Views: 2818

Location of Plane

I have a weird problem. I am only rendering some boxes on a plane right now (Bullet 2.83). I get the location/orientation of a physics shape like so: rigidBody->getMotionState()->getWorldTransform(bTransform); bRotation = bTransform.getRotation(); bOffset = bTransform.getOrigin(); This works perfect...
by DestroyerOfCities
Fri Jun 29, 2012 6:57 pm
Forum: General Bullet Physics Support and Feedback
Topic: Custom collision shape : Planet height field
Replies: 2
Views: 4006

Re: Custom collision shape : Planet height field

Unless you're talking about tiny planets, you won't be able to realistically have a heightfield that size with which to perform physics against. It'd be a better bet to have a system that loads in physics heightmap tiles in the area immediately surrounding the camera.
by DestroyerOfCities
Fri Jun 15, 2012 10:02 pm
Forum: General Bullet Physics Support and Feedback
Topic: Raycast on a Deactivated Object?
Replies: 1
Views: 2454

Re: Raycast on a Deactivated Object?

Oh duh it still registers the collision, the impulse just doesn't have any effect on an inactive object. So I have to manually activate it.
by DestroyerOfCities
Fri Jun 15, 2012 3:19 am
Forum: General Bullet Physics Support and Feedback
Topic: Raycast on a Deactivated Object?
Replies: 1
Views: 2454

Raycast on a Deactivated Object?

So now I'm trying to implement a simple gun. I do a raycast as per the wiki to figure out which object I've hit, then I cast the collision shape to a rigid body and apply an impulse. The way my little demo is set up is that a stack of boxes fall in place when the program starts. So while these boxes...
by DestroyerOfCities
Tue Jun 05, 2012 12:12 am
Forum: General Bullet Physics Support and Feedback
Topic: shift between Bullet world and Qt3D rendering system
Replies: 2
Views: 4693

Re: shift between Bullet world and Qt3D rendering system

Your description is pretty vague, are you saying that they start in the same position but then don't line up once they move?

Is the initial position 0, 0, 0? Can you isolate which axis the shift occurs on?

(Did you try -z?)
by DestroyerOfCities
Sun Jun 03, 2012 6:24 pm
Forum: General Bullet Physics Support and Feedback
Topic: Manually swinging a rigid body
Replies: 0
Views: 2943

Manually swinging a rigid body

I have a rigid body that I want the character to use as a weapon. It's a sword, so the character should swing it around and be able to interact with things while doing so. I have the basics set, I nullified gravity for it and set the origin and rotation based on where I want it to be. I'm experienci...
by DestroyerOfCities
Wed Apr 04, 2012 12:38 pm
Forum: General Bullet Physics Support and Feedback
Topic: Giant static forest
Replies: 3
Views: 3861

Re: Giant static forest

wait, so are they all trimeshes right now?
by DestroyerOfCities
Fri Mar 23, 2012 12:17 pm
Forum: General Bullet Physics Support and Feedback
Topic: Poor performance with 9 raycast vehicles
Replies: 7
Views: 9964

Re: Poor performance with 9 raycast vehicles

If I had to guess, it would be those 2000 poly triangle meshes. Those are the least efficient shape type, since they have to account for concavity. What happens if you just throw the 9 karts on a plane?
by DestroyerOfCities
Wed Mar 14, 2012 1:20 pm
Forum: General Bullet Physics Support and Feedback
Topic: Convex Hull: order of points?
Replies: 3
Views: 5074

Re: Convex Hull: order of points?

Cool. Well I took the output of qhull and threw it at Bullet and it worked without a hitch. Thanks!
by DestroyerOfCities
Thu Mar 08, 2012 5:07 am
Forum: General Bullet Physics Support and Feedback
Topic: Convex Hull: order of points?
Replies: 3
Views: 5074

Convex Hull: order of points?

So im looking into creating a convex hull collision shape for my mesh. I notice that I can create a hull by just passing an array of points. Does it matter what order I pass these points in?
by DestroyerOfCities
Fri Dec 09, 2011 2:30 am
Forum: General Bullet Physics Support and Feedback
Topic: raycast vehicle on plane?
Replies: 3
Views: 3962

Re: raycast vehicle on plane?

ah! Looks like that was it, thanks!!