Search found 43 matches

by khoowaikeong
Wed Jan 02, 2013 6:12 am
Forum: General Bullet Physics Support and Feedback
Topic: noob Q: how to get collision "onEnter"/"onExit"?
Replies: 2
Views: 3502

Re: noob Q: how to get collision "onEnter"/"onExit"?

"keep a list" suggest bullet can't do this by itself correct?
by khoowaikeong
Thu Dec 27, 2012 11:31 am
Forum: General Bullet Physics Support and Feedback
Topic: noob Q: how to get collision "onEnter"/"onExit"?
Replies: 2
Views: 3502

noob Q: how to get collision "onEnter"/"onExit"?

basically only want the collision to do damage once to every object, what is the best way to implement this to a normal collision rigid body?
by khoowaikeong
Fri Dec 14, 2012 9:14 am
Forum: General Bullet Physics Support and Feedback
Topic: collision missing for object that is not moving...
Replies: 0
Views: 3197

collision missing for object that is not moving...

i am using dispatcher->getManifoldByIndexInternal() to get a list of collision that is taking place.
when the collision is first create, it manage to trigger the callback.
however after that first tick, it is just gone from the list...

how do i make a stationary update from every frame?
by khoowaikeong
Thu Dec 06, 2012 10:30 am
Forum: General Bullet Physics Support and Feedback
Topic: how to preserve scale of a 4x4 matrix?
Replies: 1
Views: 2835

Re: how to preserve scale of a 4x4 matrix?

a follow up, i considered after extracting the scale to use the setLocalScaling() to modified the values. does that mean i need to remove the object and re-add it to the world to get the updated result? and what is the cost of doing it if i have to readd the object... would it make sense that since ...
by khoowaikeong
Thu Dec 06, 2012 10:10 am
Forum: General Bullet Physics Support and Feedback
Topic: how to preserve scale of a 4x4 matrix?
Replies: 1
Views: 2835

how to preserve scale of a 4x4 matrix?

we are using 4x4 matrix to store transformation data of our collision/triggers mesh. however, bullet use transform which doesn't do scaling. and basically when we pass the transformation to bullet, the scale is lost. so how to you fit a 4x4 matrix into bullet? or is there a way to extract the differ...
by khoowaikeong
Thu Nov 15, 2012 7:07 am
Forum: General Bullet Physics Support and Feedback
Topic: [SOLVED] Memory management, new and delete
Replies: 4
Views: 4491

Re: Memory management, new and delete

are we talking about the demo code or bullet itself? the demo code does do some deletion but that is precisely because bullet itself does not delete these object. however if implementing bullet on a new engine(which i am doing), we do need to clean up the instances our object are using/generated... ...
by khoowaikeong
Thu Nov 15, 2012 5:35 am
Forum: General Bullet Physics Support and Feedback
Topic: how do implement a collision shape that constantly change?
Replies: 3
Views: 4766

how do implement a collision shape that constantly change?

one can just keep replacing the shape with the new one each frame, but i am wondering if there is a "correct" way of approaching this problem... basically our design side wants the ability to define several collision meshes in the model tool, how to extract the data i have figure out, but ...
by khoowaikeong
Mon Oct 08, 2012 3:28 am
Forum: General Bullet Physics Support and Feedback
Topic: exception@ pDynamicsWorld->getBroadphase()->getOverlapping()
Replies: 1
Views: 2330

exception@ pDynamicsWorld->getBroadphase()->getOverlapping()

Unhandled exception at 0xbaadf00d in DustyTestkitPC.exe: 0xC0000005: Access violation. the funny thing is this runs fine on debug and only encounter this exception on release build.. before running the function, i usually check for pointers, the following conditions are at the start of the function...
by khoowaikeong
Tue Oct 02, 2012 3:53 am
Forum: General Bullet Physics Support and Feedback
Topic: Containers for sony vector math's structures.
Replies: 2
Views: 3090

Re: Containers for sony vector math's structures.

so that is what btAlignedObjectArray is for... :o it an amusing question. i did encounter it but then i just store everything in the stack(temp array) and throw it into bullet, the rest of my engine use it own math class. i did consider re-standardizing to bullet's vector class but it heck alot of w...
by khoowaikeong
Tue Oct 02, 2012 3:40 am
Forum: General Bullet Physics Support and Feedback
Topic: is it safe to setshape after adding rigidbody to the world?
Replies: 2
Views: 2609

Re: is it safe to setshape after adding rigidbody to the wor

so it is safe to reuse the same body as long as we readd it? understood.
by khoowaikeong
Tue Oct 02, 2012 2:18 am
Forum: General Bullet Physics Support and Feedback
Topic: is it safe to setshape after adding rigidbody to the world?
Replies: 2
Views: 2609

is it safe to setshape after adding rigidbody to the world?

i need to change the collision shape of my characters for certain state, is it safe to just setshape it? or do i have to create a new rigidbody?
by khoowaikeong
Tue Sep 25, 2012 10:19 am
Forum: General Bullet Physics Support and Feedback
Topic: what setting and config can cause 'gaps' between rigidbody?
Replies: 2
Views: 3061

what setting and config can cause 'gaps' between rigidbody?

the dynamic result i am getting has gaps between 2 collided object. this result in false negative in the next cycle. this behaviour seem different between PC and PS3, so i suspect there is some default configuration differences. so far i setup my bodies using the following code: pRigidBody->setConta...
by khoowaikeong
Tue Sep 18, 2012 9:48 am
Forum: General Bullet Physics Support and Feedback
Topic: how to delete new btConvex2dShape(new btBoxShape(v));
Replies: 2
Views: 3510

how to delete new btConvex2dShape(new btBoxShape(v));

taken from the 2d example demo..

do we delete btConvex2dShape?
or do we make a copy of btBoxShape, and delete btConvex2dShape AND btBoxShape?