Search found 6 matches

by jeff
Thu Oct 13, 2016 11:10 pm
Forum: General Bullet Physics Support and Feedback
Topic: Inaccuracies while trying to implement box select
Replies: 3
Views: 1711

Re: Inaccuracies while trying to implement box select

Are you referring to btDbvt::collideKDOP(), which looks like it would let me test the frustum created from the box selection against the AABBs of the objects in the scene?
by jeff
Thu Oct 13, 2016 4:19 am
Forum: General Bullet Physics Support and Feedback
Topic: Inaccuracies while trying to implement box select
Replies: 3
Views: 1711

Inaccuracies while trying to implement box select

I'm attempting to implement box selection of objects. I've created a btCollisionWorld, and I'm calling contactTest() with a btConvexHullShape constructed from the corners of the selection box unprojected to the camera's near and far planes. Now, if I place the first corner of the selection box just ...
by jeff
Sun Dec 02, 2012 3:18 am
Forum: General Bullet Physics Support and Feedback
Topic: Inconsistent collision errors with 2D btBvhTriangleMeshShape
Replies: 10
Views: 7759

Re: Inconsistent collision errors with 2D btBvhTriangleMeshS

How are you rotating the btBvhTriangleMeshShape? If you're using setWorldTransform() instead of applying torque, that could potentially cause problems.
by jeff
Wed Oct 17, 2012 11:56 am
Forum: General Bullet Physics Support and Feedback
Topic: Change order nodes are processed by BvhTriangleMeshShape?
Replies: 3
Views: 1946

Re: Change order nodes are processed by BvhTriangleMeshShape

btInternalEdgeUtility is causing me other problems, so I'm trying to avoid using it.

Sorting the triangles before the narrowphase was easier than I expected. Thanks for the help.
by jeff
Fri Oct 12, 2012 4:43 pm
Forum: General Bullet Physics Support and Feedback
Topic: Change order nodes are processed by BvhTriangleMeshShape?
Replies: 3
Views: 1946

Change order nodes are processed by BvhTriangleMeshShape?

Is it possible to change the order that nodes are processed by a BvhTriangleMeshShape, or would that conflict with the algorithm it uses? When using a regular TriangleMeshShape, I can sort the triangles by their normal before adding them to the shape, and they will be processed in that order. The re...
by jeff
Thu Aug 02, 2012 12:57 am
Forum: General Bullet Physics Support and Feedback
Topic: Character demo movement is incorrect
Replies: 0
Views: 1354

Character demo movement is incorrect

When turning in the character demo, the ghost object seems to turn one way, while the camera turns the other. Instead, the ghost object should be "locked" to the camera, so that the same side is always visible. Also, if you press "W" to enable wireframe, you'll notice that the forward/backward movem...