Search found 26 matches

by lucky7456969
Tue Nov 04, 2014 8:23 pm
Forum: General Bullet Physics Support and Feedback
Topic: Why some objects are traversed more than once?
Replies: 1
Views: 1736

Re: Why some objects are traversed more than once?

I finally understand why they are traversed more than once.
It is because the btBoxShape has many manifolds as the bottom of the box is a plane and
which has 4 vertexes, it checks for all 4 vertexes and it ends up with 4 collisions.
by lucky7456969
Tue Nov 04, 2014 11:31 am
Forum: General Bullet Physics Support and Feedback
Topic: Why some objects are traversed more than once?
Replies: 1
Views: 1736

Why some objects are traversed more than once?

Why some objects are traversed more than once during stepSimulation? Lorry00001 -6.439426 -0.000001 -49.638145 Lorry00002 -65.447983 -0.000002 -6.281012 Lorry00003 -51.849895 -0.000002 -51.004433 CB00002 -29.331459 0.000008 -35.844658 CB00002 -29.331430 20.007578 -35.844646 CB00002 -29.330545 -0.000...
by lucky7456969
Fri Oct 31, 2014 8:37 am
Forum: General Bullet Physics Support and Feedback
Topic: btColllisionObject wobbling left and right plus in and out
Replies: 2
Views: 2616

Re: btColllisionObject wobbling left and right plus in and o

struct YourContext { }; struct ContactSensorCallback : public btCollisionWorld::ContactResultCallback { //! Constructor, pass whatever context you want to have available when processing contacts /*! You may also want to set m_collisionFilterGroup and m_collisionFilterMask * (supplied by the supercl...
by lucky7456969
Wed Oct 29, 2014 10:00 am
Forum: General Bullet Physics Support and Feedback
Topic: btColllisionObject wobbling left and right plus in and out
Replies: 2
Views: 2616

btColllisionObject wobbling left and right plus in and out

I am in a situation that an object of mass 1.0f at btVector3(2,10,0) dropping with a gravity of (0,-10,0), it is very unstable in the x-axis and z-axis it does reach the ground at btVector3(0,-56,0) but ever since it starts to wobble/bounce back and forth in x and z I have a restitution of 0 and did...
by lucky7456969
Tue Oct 28, 2014 5:43 am
Forum: General Bullet Physics Support and Feedback
Topic: Is there an obb collision test available?
Replies: 10
Views: 5183

Re: Is there an obb collision test available?

Sorry for some more questions. In the ContactSensorCallback class, How can I retrieve some results that reflect the fact that the 2 objects aren't actually colliding. In the addSingleObject method, it is called whenever a collision occurs, but I need a way to claim the reservation table whenever col...
by lucky7456969
Tue Oct 28, 2014 3:24 am
Forum: General Bullet Physics Support and Feedback
Topic: Is there an obb collision test available?
Replies: 10
Views: 5183

Re: Is there an obb collision test available?

void Cooperative_Pathfinding_Test::createScene(void) { Ogre::Entity* ogreHead = mSceneMgr->createEntity("Head", "ogrehead.mesh"); Ogre::SceneNode* headNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(); headNode->attachObject(ogreHead); // Set ambient light mSceneMgr->setAmbientLight(Ogre...
by lucky7456969
Tue Oct 28, 2014 1:43 am
Forum: General Bullet Physics Support and Feedback
Topic: Is there an obb collision test available?
Replies: 10
Views: 5183

Re: Is there an obb collision test available?

Sorry for my dumbness. btDrawingResult renderCallback; collisionWorld->contactTest(&objects[0],renderCallback); How can I query and collect the info about the objects that collide with objects[0]? Does this method automatically calculate one or more than one objects that collide with objects[0]? Am ...
by lucky7456969
Sat Oct 25, 2014 10:22 am
Forum: General Bullet Physics Support and Feedback
Topic: Is there an obb collision test available?
Replies: 10
Views: 5183

Re: Is there an obb collision test available?

Dear drleviathan, I have got 2 more additional questions. Is that the way you showed me only applies to Axis aligned boxes, not obbs? Are there generally no differences between using obbs and aabbs? And I can apply aabbs in my scenario? Secondly, I wonder how I can cast the boxes onto the ground? Ar...
by lucky7456969
Wed Oct 22, 2014 8:03 am
Forum: General Bullet Physics Support and Feedback
Topic: Is there an obb collision test available?
Replies: 10
Views: 5183

Re: Is there an obb collision test available?

Hmmm, actually I'd like to use the obb's as the bounding boxes of the agents, and use the projection of a box on the ground to perform cooperative pathfinding. Let's say an agent reserves a certain number of time steps, I reserve that duration of time with the same number of obb's. When another obb'...
by lucky7456969
Wed Oct 22, 2014 12:51 am
Forum: General Bullet Physics Support and Feedback
Topic: Is there an obb collision test available?
Replies: 10
Views: 5183

Is there an obb collision test available?

As far as I know, there is only a way to test 2 aabbs to collide during a broadphase calculation.
I want to cast obbs onto the ground, so that I need to work with collisions in obbs.
Are there any workaround it?
Thanks
Jack
by lucky7456969
Thu Sep 11, 2014 5:49 am
Forum: General Bullet Physics Support and Feedback
Topic: How to prevent wall penetrations?
Replies: 0
Views: 2976

How to prevent wall penetrations?

Hello, I am a newbie of bullet. And I am using the Ogre3D renderer with OgreBullet wrapper. Here comes the question.... Here I iterate the scene and add walls to bullet so that later when I add cubes to the scene, they will bounce off the walls naturally, Ogre::SceneManager::MovableObjectIterator it...