Search found 13 matches
- Wed Jul 20, 2016 12:31 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Motor Control for Physics-Based Character Movement
- Replies: 6
- Views: 23206
Re: Motor Control for Physics-Based Character Movement
Wow, a lot has changed in Bullet since I was last using it. I ended up ditching Bullet in 2012 because of performance reasons (no offense, Erwin). When I dropped 2000 balls on a terrain heightfield, no matter what I did to tell the collision detection code "these objects cannot collide with one...
- Sat Jul 16, 2016 5:09 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Motor Control for Physics-Based Character Movement
- Replies: 6
- Views: 23206
Re: Motor Control for Physics-Based Character Movement
I realize I relied too heavily on the links to do the summarizing for me. I have updated the OP to include a "Problem Overview" section (and also section names). When I said "motors" I meant it figuratively; I don't actually use volts/watts/amps. I control the torques directly fo...
- Wed Jul 13, 2016 11:32 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Motor Control for Physics-Based Character Movement
- Replies: 6
- Views: 23206
Re: Motor Control for Physics-Based Character Movement
Inverse kinematics (or any sort of motion planning) will give me per-bone x , v , a , θ , ω , and α , but a simulated character cannot manipulate any of these quantities directly. What I have control over is the per-joint applied torques τ . Consider the seemingly mundane task of maintaining the ini...
- Sun Jul 10, 2016 11:15 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Motor Control for Physics-Based Character Movement
- Replies: 6
- Views: 23206
Motor Control for Physics-Based Character Movement
This question is a bit different from the usual "How do I simulate X?" that gets asked on here... I have the simulation aspect working, and am trying to figure out how to control it, i.e. "what values do I need to send to the motors to produce Y behavior?" If there's another foru...
- Mon Feb 13, 2012 9:36 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Division by zero in btConeTwistConstraint::calcAngleInfo2
- Replies: 3
- Views: 4809
Division by zero in btConeTwistConstraint::calcAngleInfo2
When the current orientation matches the target orientation, trDeltaAB is the identity transform, qDeltaAB is the identity quaternion, and m_swingAxis is a zero vector. Normalizing it causes my game universe to be devoured by a black hole of NaN . This code snippet is lines 630-649 of btConeTwistCon...
- Fri Aug 05, 2011 9:59 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Dynamics on an Opt-In Basis?
- Replies: 9
- Views: 7580
Re: Dynamics on an Opt-In Basis?
Oh wow, I didn't notice this got another reply. Ah yes, the needsBroadphaseCollision function is the O(n²) function I was referring to in my original post. Is needsBroadphaseCollision called once every step of the simulation, or only once per pair? I had figured it was a once-every-tick thing, but i...
- Mon Aug 01, 2011 3:42 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Dynamics on an Opt-In Basis?
- Replies: 9
- Views: 7580
Re: Dynamics on an Opt-In Basis?
Hm... I'm going to feel silly if it's as simple as this, but... would it work to have the bones of the ragdoll as parts of a btCompoundShape?
- Mon Aug 01, 2011 3:09 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Dynamics on an Opt-In Basis?
- Replies: 9
- Views: 7580
Re: Dynamics on an Opt-In Basis?
Hm... getOverlappingPairArray ... could be useful, if I decide to go that route. I had read about the collision groups/masks, but I couldn't see any way to use that for my particular situation. That seems to be aimed at specifying categories of objects that can interact. In my case, however, there a...
- Sun Jul 31, 2011 9:54 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bug in HEAD revision of Bullet?
- Replies: 1
- Views: 2216
Re: Bug in HEAD revision of Bullet?
Maybe if I do something about other people's unanswered questions someone will answer mine...
I believe the angles are supposed to be in radians, not degrees.
I believe the angles are supposed to be in radians, not degrees.
- Sun Jul 31, 2011 9:49 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Dynamics on an Opt-In Basis?
- Replies: 9
- Views: 7580
Re: Dynamics on an Opt-In Basis?
Alternatively, is there some "correct" way to have multiple active ragdolls at once, without a huge performance hit? The ragdoll I am using has 21 bones; I get the same performance hit when I create the rigid bodies without adding any constraints between them. Thus I have concluded that it...
- Fri Jul 29, 2011 5:06 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Dynamics on an Opt-In Basis?
- Replies: 9
- Views: 7580
Re: Dynamics on an Opt-In Basis?
On closer examination, I notice that in struct btDbvtBroadphase there is a member btOverlappingPairCache* m_paircache , and that there is a method btBroadphasePair* btOverlappingPairCache::addOverlappingPair(btBroadphaseProxy* proxy0, btBroadphaseProxy* proxy1) , which is called in the function void...
- Fri Jul 22, 2011 5:01 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Dynamics on an Opt-In Basis?
- Replies: 9
- Views: 7580
Dynamics on an Opt-In Basis?
From what I can tell Bullet allows you to specify, for some pair of collision objects, whether to do a collision check / collision response... is it possible to do this on an opt-in basis instead? What I'd like to be able to do is something like the broad phase, but instead of calling some function ...
- Thu Jul 07, 2011 3:08 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Fix for problem in btBulletWorldImporter
- Replies: 0
- Views: 2037
Fix for problem in btBulletWorldImporter
In my project I am reading/writing bullet collision shapes... it seemed to be working properly, but I noticed that btMultiSphereShapes were not loading properly. After a great deal of hair-pulling, I found out what was causing the problem. Shapes of type btMultiSphereShape, and a few other types, ar...