Search found 30 matches
- Wed Sep 17, 2014 6:01 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Custom collision shape class
- Replies: 6
- Views: 9956
Re: Custom collision shape class
@zbuffer Wow! that is what I need, a torus primitive shape... Would you mind sharing the code?
- Sat Feb 22, 2014 9:12 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: issue: Serialisation, child shapes are doubled!
- Replies: 0
- Views: 35754
issue: Serialisation, child shapes are doubled!
I'm trying a simple searilization/deserialization of a tree like object like this: btRigidBody contains btCompoundShape btCompountShape contains btBoxShape and btSphereShape The problem is that when I print the number of collision shapes deserialized, it differs from the number of collision shapes a...
- Mon Dec 30, 2013 7:46 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Is my code not cleaning-up properly all the btBoxShape alloc
- Replies: 2
- Views: 4683
Re: Is my code not cleaning-up properly all the btBoxShape a
couldn't see anything obvious, but I'm a bit puzzled why you're doing it the way you're doing it . You can add a different user pointer to each rigid body (CollisionObject) while they all share the same collision shape, so you could keep the existing demo implementation of a single shape. just set ...
- Sun Dec 29, 2013 3:55 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Is my code not cleaning-up properly all the btBoxShape alloc
- Replies: 2
- Views: 4683
Is my code not cleaning-up properly all the btBoxShape alloc
I've changed the BasicDemo project in bullet physics to create one collision shape per rigid body instead of sharing the same collision shape. This is because the need to apply a per shape collision filter that tells apart which collision shape is colliding by looking at it's user pointer. This is t...
- Thu Aug 29, 2013 12:04 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btHashMap performance in collision filter callback
- Replies: 2
- Views: 3959
Re: btHashMap performance in collision filter callback
as it's a hashmap it will in most cases be O(1) depending on your hashing function... if you look at the code it only searches linearly if it doesn't get a match on first hash lookup... I'm using the Fowler / Noll / Vo (FNV) hash harcoded in the btHashString class. I'll try with the btHashTable to ...
- Thu Aug 29, 2013 9:43 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btHashMap performance in collision filter callback
- Replies: 2
- Views: 3959
btHashMap performance in collision filter callback
The built-in collision filter groups and masks are not enough to store the information needed by my collision filter callback. I have to use a hash table to store my collision data, and the btHashMap, wich is also cluded in the library seems the way to go, because of the SIMD code optimizations. Ins...
- Tue Aug 13, 2013 10:31 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Using AABB info to sort geometry relative to the camera
- Replies: 2
- Views: 4310
Re: Using AABB info to sort geometry relative to the camera
AFAIR (but I'm not 100% sure about it), the function of the btDbvt that can used to perform occlusion culling keeps the object ordered. However, if you're not using occlusion culling in the first place, I believe that it will be faster for you to sort the objects manually (after performing frustum ...
- Tue Aug 13, 2013 10:09 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Functor as comparator in btAlignedObjectArray:quicksort
- Replies: 2
- Views: 4381
Re: Functor as comparator in btAlignedObjectArray:quicksort
Yes thanks, it was the missing const at the endFlix wrote: int operator()(const int &a, const int &b) const ?
- Tue Aug 13, 2013 5:31 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Functor as comparator in btAlignedObjectArray:quicksort
- Replies: 2
- Views: 4381
Functor as comparator in btAlignedObjectArray:quicksort
Why can't I use a functor as the comparator function in btAlignedObjectArray:quicksort? #include "btScalar.h" #include "btAlignedAllocator.h" #include "btAlignedObjectArray.h" class Comparator { btAlignedObjectArray<int> items; public: Comparator() { items.push_back(5)...
- Mon Aug 12, 2013 10:36 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Using AABB info to sort geometry relative to the camera
- Replies: 2
- Views: 4310
Using AABB info to sort geometry relative to the camera
I have almost any object in my scene attached to a btCollisionObject, even those that are just graphics have a btEmptyShape. I need to sort the geometry from the far back up to the camera to render transparent objects right. So, I would like to use the AABB information that is already in the bullet ...
- Tue Aug 06, 2013 11:45 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision filter groups/masks at the collision shape level
- Replies: 0
- Views: 17901
Collision filter groups/masks at the collision shape level
Collision filter groups and masks at the collision shape level I was trying to filter collisions by shapes instead of by object, using collision groups and masks. It was not so dificult to find a place to check whether a collision shape needed to be processed in the source code, I also added that f...
- Sun Aug 04, 2013 8:12 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Should I do this to ContactAddedCallback?
- Replies: 3
- Views: 4662
Re: Should I do this to ContactAddedCallback?
I have a need to cancel the collision response once the collision has been detected (at the narrow phase, so after NeedsResponse). I'm looking for different ideas on the best way to do this. One option would be to enhance the ContactAddedCallback to use the return value to remove the contact point ...
- Wed Jul 31, 2013 6:02 am
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: Bullet DNA structure generator?
- Replies: 2
- Views: 44174
Re: Bullet DNA structure generator?
Hello! The source itself is in the BULLETDIRECTORY /Extras/Serialize/makesdna subdirectory. There you can also find a CMakeLists.txt, but if you are using VS you can also create a project for makesdna by hand as it only uses a couple of files. Hope that helps. Thanks, very useful, I built the demos...
- Tue Jul 30, 2013 10:40 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: Bullet DNA structure generator?
- Replies: 2
- Views: 44174
Bullet DNA structure generator?
Is there a sBulletDNAstr generator?
I would want to add support for serializing the btConeShape, to be able to save and load those shapes to/from .bullet files.
I would want to add support for serializing the btConeShape, to be able to save and load those shapes to/from .bullet files.
- Tue Jun 25, 2013 10:27 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Possible problem with deserialization of triangle meshes
- Replies: 4
- Views: 9410
Re: Possible problem with deserialization of triangle meshes
Is this fixed in the latest stable release?