Search found 8 matches
- Tue Sep 11, 2012 12:31 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How do I properly 'link' GhostObject to (moving) RigidBody?
- Replies: 4
- Views: 4275
Re: How do I properly 'link' GhostObject to (moving) RigidBo
Show us your code -- are you using convexSweepTest?
- Wed Aug 29, 2012 6:42 am
- Forum: General Bullet Physics Support and Feedback
- Topic: ClosestConvexResultCallback members?Could someone explain ?
- Replies: 4
- Views: 5241
Re: ClosestConvexResultCallback members?Could someone explai
btVector3 m_convexFromWorld; btVector3 m_convexToWorld; These are the origin and destination of your convex cast/sweep btVector3 m_hitPointWorld; World coordinates of the detected hit point btVector3 m_hitNormalWorld; Normal of surface that was hit (if the surface is the floor, this is a vector poi...
- Sat Jul 28, 2012 7:03 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How to use btdiscreteDynamicsWorld.stepSimulation()?
- Replies: 7
- Views: 10203
Re: How to use btdiscreteDynamicsWorld.stepSimulation()?
You can use btClock, a class provided by Bullet, for microsecond accuracy.
The second argument to stepSimulation is the max number of simulation substeps; you probably shouldn't set it to anything else than 1 unless you have a good reason...
The second argument to stepSimulation is the max number of simulation substeps; you probably shouldn't set it to anything else than 1 unless you have a good reason...
- Sun Jun 24, 2012 3:56 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Updating btCollisionObject transforms
- Replies: 1
- Views: 2404
Re: Updating btCollisionObject transforms
You have to update the object's broadphase proxy. The broadphase proxies represent the bounding boxes of all your objects and are arranged in a tree structure. Any time that you move a static object, you have to update the aabb min/max in the broadphase, which requires an update to the actual tree s...
- Wed Jun 13, 2012 4:01 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Major contact stability improvement
- Replies: 57
- Views: 88379
Re: Major contact stability improvement
Any news?
- Sat Jun 09, 2012 9:10 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Inserting objects/proxies faster into btDbvtBroadphase
- Replies: 0
- Views: 2191
Inserting objects/proxies faster into btDbvtBroadphase
Hi there, I'm trying to speed up operations when loading in static geometry as the world scrolls -- my world is divided into clear cut cubic sections where the AABB of each section is very easy to determine. What I noticed is that the more objects are added at once, the longer the next simulation st...
- Sun Dec 18, 2011 5:34 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: collision/physics not working
- Replies: 2
- Views: 2941
Re: collision/physics not working
I had odd "almost exact behavior" issues when I tried grouping the pre-broadphase steps (apply gravity, save kinematics state, integrate velocities, predict motion, etc) together into one big loop -- turns out all of them seem to work pretty well together in any order, except for updating ...
- Sun Dec 18, 2011 5:21 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: how to detect the collision between Rigidbodies?
- Replies: 4
- Views: 4741
Re: how to detect the collision between Rigidbodies?
0x10c is 268 decimal, which is smaller than the size of a collision object. My guess is that you are passing a null (0) pointer to mWorld->addRigidBody() -- you should be allocating defaultPlaneBody and the others to something earlier in your code, otherwise it will assume that the memory at 0x00000...