Search found 25 matches

by Tau
Sat Dec 23, 2017 10:38 am
Forum: General Bullet Physics Support and Feedback
Topic: needBroadphaseCollision - need better explanation
Replies: 3
Views: 1711

Re: needBroadphaseCollision - need better explanation

Never mind, solved it by switching from broadphase filter to narrowphase filter. Basically the exact same code but I'm using

mDispatcher::setNearCallback
by Tau
Sun Dec 17, 2017 7:57 am
Forum: General Bullet Physics Support and Feedback
Topic: needBroadphaseCollision - need better explanation
Replies: 3
Views: 1711

Re: needBroadphaseCollision - need better explanation

I'm using my own custom character controller as i couldn't use Bullets. My player is a ragdol with btRigidBody bodyparts where linear and angular factors are set to 0 and these limbs are updated based on model animation as long as the player has control over their character. As soon as collision wit...
by Tau
Sat Dec 16, 2017 9:46 am
Forum: General Bullet Physics Support and Feedback
Topic: needBroadphaseCollision - need better explanation
Replies: 3
Views: 1711

needBroadphaseCollision - need better explanation

Hello, I'm trying to use needBroadphaseCollision to filter collision between moveable objects and player. It works pretty well but there is one problem. The idea is simple: If an object is still or does not move faster that a threshold ignore collision with players physical body. In this case I use ...
by Tau
Mon Nov 06, 2017 5:23 pm
Forum: General Bullet Physics Support and Feedback
Topic: Ragdoll body parts fall through ground
Replies: 4
Views: 3170

Re: Ragdoll body parts fall through ground

I didn't know what CCD was, I'm checking it out right now and i think i will go with that. Thanks.
by Tau
Sat Nov 04, 2017 12:26 pm
Forum: General Bullet Physics Support and Feedback
Topic: Ragdoll body parts fall through ground
Replies: 4
Views: 3170

Ragdoll body parts fall through ground

Hello, I'm trying to add a ragdoll to my game. I'm using the Ragdoll demo as basis for this. The problem is that when my ragdoll falls from higher height some of its body parts fall through terrain and it gets stuck. I'm using btHeightfieldTerrainShape for terrain and btTriangleMesh for buildings an...
by Tau
Thu Jan 08, 2015 5:31 pm
Forum: General Bullet Physics Support and Feedback
Topic: btDiscreteDynamicsWorld 16 aligned
Replies: 3
Views: 2972

Re: btDiscreteDynamicsWorld 16 aligned

Thanks for the tip, i used BT_DECLARE_ALIGNED_ALLOCATOR(); but now, when i delete this class i get assertion failure _BLOCK_TYPE_IS_VALID(pHead->nBlockUse).
by Tau
Wed Jan 07, 2015 2:40 pm
Forum: General Bullet Physics Support and Feedback
Topic: btDiscreteDynamicsWorld 16 aligned
Replies: 3
Views: 2972

btDiscreteDynamicsWorld 16 aligned

I'm using bullet physics for a longer time. I always used it in MS Visual Studio 2010. For a while i downloaded MS Visual Studio 2013. It took a while to set it up, but now i can use bullet in 2013 as well. But now, when i build my project i get warning: warning C4316: 'btCollisionDispatcher' : obje...
by Tau
Fri Mar 07, 2014 5:20 pm
Forum: General Bullet Physics Support and Feedback
Topic: How to activate a body
Replies: 0
Views: 2325

How to activate a body

Simple question, In the begin i used m_body->setActivationState(DISABLE_DEACTIVATION); for player and NPCs but now i have too many NPC and letting them this way cause drop of fps. So i decided to remove this line, fps goes up, but now applying forces NPCs wont move them (i know the reason). So first...
by Tau
Fri Mar 07, 2014 5:09 pm
Forum: General Bullet Physics Support and Feedback
Topic: Loading a 50k face object as terrain
Replies: 2
Views: 4705

Re: Loading a 50k face object as terrain

If you want heightmap terrain you can use btHeightfieldTerrainShape *m_heightfieldShape = new btHeightfieldTerrainShape(x_width, z_height, map1d, 1, mapmin, mapmax, 1, PHY_FLOAT, false); I'm using this for 2000x2000 heightmaps ~ 8M triangles or btTriangleMesh* trimesh = new btTriangleMesh(); for (in...
by Tau
Fri Jul 05, 2013 9:23 am
Forum: General Bullet Physics Support and Feedback
Topic: GhostObject ignorig triangle mesh
Replies: 3
Views: 2633

Re: GhostObject ignorig triangle mesh

Collision only with standard meshes - yes, player and NPCs have btCompoundShape build from boxes, spheres, ... Not sure but i HOPE its narrow (i could check broad without bullet). Actually its not setting world transform its update. Torpedos position its updated without bullet, then ghost objects wo...
by Tau
Wed Jul 03, 2013 12:17 pm
Forum: General Bullet Physics Support and Feedback
Topic: GhostObject ignorig triangle mesh
Replies: 3
Views: 2633

Re: GhostObject ignorig triangle mesh

bump
How should i set btGhostObject to collide with trianglemesh?
by Tau
Thu Jun 27, 2013 6:38 am
Forum: General Bullet Physics Support and Feedback
Topic: Raycast from bottom of body to detect floor collision
Replies: 4
Views: 3620

Re: Raycast from bottom of body to detect floor collision

You should look at CharacterDemo. class ClosestNotMe : public btCollisionWorld::ClosestRayResultCallback { public: ClosestNotMe (btRigidBody* me) : btCollisionWorld::ClosestRayResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0)) { m_me = me; } virtual btScalar addSingleResult(btCollisi...
by Tau
Wed Jun 26, 2013 4:22 pm
Forum: General Bullet Physics Support and Feedback
Topic: GhostObject ignorig triangle mesh
Replies: 3
Views: 2633

GhostObject ignorig triangle mesh

Hi, im working on a submarine game and im using btGhostObject for torpedos. ////init m_ghostBody = new btPairCachingGhostObject(); m_ghostBody->setCollisionShape(in_sm->m_pGame->go_ammoCtrl.m_colShape); m_ghostBody->setCollisionFlags(m_ghostBody->getCollisionFlags() | btCollisionObject::CF_NO_CONTAC...
by Tau
Wed Oct 03, 2012 7:49 am
Forum: General Bullet Physics Support and Feedback
Topic: Triangle mesh - triangle mesh collision
Replies: 2
Views: 2569

Re: Triangle mesh - triangle mesh collision

btBvhTriangleMeshShape is a shape intended for static objects only, and doesn't support collisions with itself Thanks, this helped. I noticed GImpact in App_MovingConcaveDemo, i try to implement it. It is a one-man-submarine game, i used spheres but on some models sphere does not fit the entire mod...