Search found 6 matches
- 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: 3530
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?
- 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: 3530
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 ...
- Sun Dec 02, 2012 3:18 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Inconsistent collision errors with 2D btBvhTriangleMeshShape
- Replies: 10
- Views: 13102
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.
- 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: 3850
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.
Sorting the triangles before the narrowphase was easier than I expected. Thanks for the help.
- 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: 3850
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...
- Thu Aug 02, 2012 12:57 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Character demo movement is incorrect
- Replies: 0
- Views: 2230
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 fo...