Never mind, solved it by switching from broadphase filter to narrowphase filter. Basically the exact same code but I'm using
mDispatcher::setNearCallback
Search found 25 matches
- Sat Dec 23, 2017 10:38 am
- Forum: General Bullet Physics Support and Feedback
- Topic: needBroadphaseCollision - need better explanation
- Replies: 3
- Views: 3280
- Sun Dec 17, 2017 7:57 am
- Forum: General Bullet Physics Support and Feedback
- Topic: needBroadphaseCollision - need better explanation
- Replies: 3
- Views: 3280
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...
- Sat Dec 16, 2017 9:46 am
- Forum: General Bullet Physics Support and Feedback
- Topic: needBroadphaseCollision - need better explanation
- Replies: 3
- Views: 3280
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 ...
- Sat Dec 16, 2017 9:36 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Better way to implement a character controller?
- Replies: 3
- Views: 5839
Re: Better way to implement a character controller?
Make your own, that's what i did. I just couldn't use Bullets.
https://www.youtube.com/watch?v=bITTsHFVZn0
https://www.youtube.com/watch?v=bITTsHFVZn0
- Mon Nov 06, 2017 5:23 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Ragdoll body parts fall through ground
- Replies: 4
- Views: 5830
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.
- Sat Nov 04, 2017 12:26 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Ragdoll body parts fall through ground
- Replies: 4
- Views: 5830
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...
- Thu Jan 08, 2015 5:31 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btDiscreteDynamicsWorld 16 aligned
- Replies: 3
- Views: 9649
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).
- Wed Jan 07, 2015 2:40 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btDiscreteDynamicsWorld 16 aligned
- Replies: 3
- Views: 9649
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...
- Fri Mar 07, 2014 5:20 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How to activate a body
- Replies: 0
- Views: 4939
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...
- 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: 5947
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...
- Fri Jul 05, 2013 9:23 am
- Forum: General Bullet Physics Support and Feedback
- Topic: GhostObject ignorig triangle mesh
- Replies: 3
- Views: 4026
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...
- Wed Jul 03, 2013 12:17 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: GhostObject ignorig triangle mesh
- Replies: 3
- Views: 4026
Re: GhostObject ignorig triangle mesh
bump
How should i set btGhostObject to collide with trianglemesh?
How should i set btGhostObject to collide with trianglemesh?
- 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: 5289
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...
- Wed Jun 26, 2013 4:22 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: GhostObject ignorig triangle mesh
- Replies: 3
- Views: 4026
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...
- Wed Oct 03, 2012 7:49 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Triangle mesh - triangle mesh collision
- Replies: 2
- Views: 4091
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...