Search found 10 matches

by openeye
Fri May 04, 2012 3:50 pm
Forum: General Bullet Physics Support and Feedback
Topic: internal edge workaround + custom terrain shape
Replies: 4
Views: 6604

Re: internal edge workaround + custom terrain shape

As far as I know, there is no other internal solution in bullet. There is only btInternalEdgeUtility ( btAdjustInternalEdgeContacts ) addressing the internal-edge problem in bullet. And btInternalEdgeUtility works with (from) btBvhTriangleMeshShape and btScaledBvhTriangleMeshShape shape types only. ...
by openeye
Tue May 01, 2012 6:42 pm
Forum: General Bullet Physics Support and Feedback
Topic: Strange behaviour: sphere on a concave mesh
Replies: 6
Views: 8022

Re: Strange behaviour: sphere on a concave mesh

It is the modified version of InternalEdgeDemo in the attachment.
by openeye
Tue May 01, 2012 6:36 pm
Forum: General Bullet Physics Support and Feedback
Topic: Strange behaviour: sphere on a concave mesh
Replies: 6
Views: 8022

Re: Strange behaviour: sphere on a concave mesh

I think that I found the "solution". I hope there will be somebody who understand this and can explain why this is the situation: So, the source of the bouncing is the internal edges of my concave mesh collision shape. There is already a utility solution for this kind of problem in bullet,...
by openeye
Tue May 01, 2012 1:47 pm
Forum: General Bullet Physics Support and Feedback
Topic: InternalEdgeDemo does not appear to work
Replies: 2
Views: 3502

Re: InternalEdgeDemo does not appear to work

Yes, I found it, as well. When I shoot boxes in the InternalEdgeDemo, I suppose what I have to see is the boxes not to jump up at the cross triangle edge of the base btBvhTriangleMeshShape. But those fired boxes jumping up at that cross edge. With or without InternalEdgeutility enabled or disabled. ...
by openeye
Tue May 01, 2012 12:53 pm
Forum: General Bullet Physics Support and Feedback
Topic: Memory leak problem after applying "Internal Edge Utility"
Replies: 1
Views: 2973

Re: Memory leak problem after applying "Internal Edge Utilit

I do this, before I delete my btBvhTriangleMeshShape collision shape

pTriangleInfoMap= static_cast<btBvhTriangleMeshShape*>(pShape)->getTriangleInfoMap();

delete pTriangleInfoMap;

and after this I delete my collision shape
by openeye
Tue May 01, 2012 10:30 am
Forum: Applications, Games, Demos or Movies using Bullet
Topic: Gather the Gems! uses bullet for physics
Replies: 0
Views: 5111

Gather the Gems! uses bullet for physics

It's a link for Gather the Gems!, this is a great physics puzzler game and it uses bullet for physics, running perfectly on iOS,OSX and Windows :

http://www.alpha-tauri.com/gatherthegems

And it's youtube link :

http://www.youtube.com/watch?v=cOtRj4VgyDQ
by openeye
Mon Apr 30, 2012 6:25 pm
Forum: General Bullet Physics Support and Feedback
Topic: Strange behaviour: sphere on a concave mesh
Replies: 6
Views: 8022

Re: Strange behaviour: sphere on a concave mesh

I tried another test too: I made my path with a btBvhTriangleMeshShape again, but I created it from a btTriangleIndexVertexArray istead of the former btTriangleMesh. After this I call btGenerateInternalEdgeInfo(pShape,pTriangleInfoMap); with the btBvhTriangleMeshShape and a newly allocated btTriangl...
by openeye
Sun Apr 29, 2012 9:36 pm
Forum: General Bullet Physics Support and Feedback
Topic: Strange behaviour: sphere on a concave mesh
Replies: 6
Views: 8022

Re: Strange behaviour: sphere on a concave mesh

I tried another test: I created a compound shape of many convex hull shapes from my concave path mesh. And the bouncing was there. It seems, the only stable version of rolling a ball is when I use one convex shape for the path. Probably the sphere gets vertical speed rolling at the triangle edges of...
by openeye
Sun Apr 29, 2012 4:02 pm
Forum: General Bullet Physics Support and Feedback
Topic: Strange behaviour: sphere on a concave mesh
Replies: 6
Views: 8022

Strange behaviour: sphere on a concave mesh

Hi! I have a path with a concave triangle mesh collision shape (btBvhTriangleMeshShape), and a sphere (btSphereShape) on it. I call addForce on the rigid body of the sphere, in every tick, with a force vector paralell to the surface of the path. Now the path has a simple rectangular shape with many ...