Search found 8 matches

by trollington
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...
by trollington
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...
by trollington
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...
by trollington
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...
by trollington
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 ...
by trollington
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...