Search found 20 matches
- 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...
- 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...
- 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 ...
- 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:
I needed to do:
Code: Select all
rigidBody->getMotionState()->getWorldTransform(bTransform);
Code: Select all
bTransform = rigidBody->getWorldTransform();
- 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...
- 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.
- 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.
- 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...
- 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?)
Is the initial position 0, 0, 0? Can you isolate which axis the shift occurs on?
(Did you try -z?)
- 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...
- 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?
- 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?
- 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!
- 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?
- 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!!