Search found 30 matches

by rraallvv
Wed Sep 17, 2014 6:01 am
Forum: General Bullet Physics Support and Feedback
Topic: Custom collision shape class
Replies: 6
Views: 6829

Re: Custom collision shape class

@zbuffer Wow! that is what I need, a torus primitive shape... Would you mind sharing the code?
by rraallvv
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: 8644

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...
by rraallvv
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: 2869

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 ...
by rraallvv
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: 2869

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...
by rraallvv
Thu Aug 29, 2013 12:04 pm
Forum: General Bullet Physics Support and Feedback
Topic: btHashMap performance in collision filter callback
Replies: 2
Views: 2220

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 ...
by rraallvv
Thu Aug 29, 2013 9:43 am
Forum: General Bullet Physics Support and Feedback
Topic: btHashMap performance in collision filter callback
Replies: 2
Views: 2220

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...
by rraallvv
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: 2475

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 ...
by rraallvv
Tue Aug 13, 2013 10:09 pm
Forum: General Bullet Physics Support and Feedback
Topic: Functor as comparator in btAlignedObjectArray:quicksort
Replies: 2
Views: 2373

Re: Functor as comparator in btAlignedObjectArray:quicksort

Flix wrote: int operator()(const int &a, const int &b) const ?
Yes thanks, it was the missing const at the end
by rraallvv
Tue Aug 13, 2013 5:31 am
Forum: General Bullet Physics Support and Feedback
Topic: Functor as comparator in btAlignedObjectArray:quicksort
Replies: 2
Views: 2373

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)...
by rraallvv
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: 2475

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 ...
by rraallvv
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: 2817

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...
by rraallvv
Sun Aug 04, 2013 8:12 pm
Forum: General Bullet Physics Support and Feedback
Topic: Should I do this to ContactAddedCallback?
Replies: 3
Views: 3121

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 ...
by rraallvv
Wed Jul 31, 2013 6:02 am
Forum: Physics authoring tools, serialization, standards and related topics
Topic: Bullet DNA structure generator?
Replies: 2
Views: 8670

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...
by rraallvv
Tue Jul 30, 2013 10:40 pm
Forum: Physics authoring tools, serialization, standards and related topics
Topic: Bullet DNA structure generator?
Replies: 2
Views: 8670

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.