Search found 66 matches

by reltham
Wed Jul 09, 2008 8:17 pm
Forum: General Bullet Physics Support and Feedback
Topic: Need some help using only Collision in Bullet.
Replies: 5
Views: 3090

Re: Need some help using only Collision in Bullet.

Sorry to bring back this old post, but I needed some more details answered if possible. 1. I was curious as to what the stackAlloc object (inside the collision configuration) is used for and what it's size should be based on. 2. In my world I have a large number of static objects that make up the gr...
by reltham
Wed Jul 09, 2008 7:56 pm
Forum: General Bullet Physics Support and Feedback
Topic: When is bullet 2.70(new character controller) due to drop?
Replies: 5
Views: 3748

Re: When is bullet 2.70(new character controller) due to drop?

Excellent news.

I will be grabbing the SVN later this week and trying out the Kinematic controller stuff. I'll offer whatever feedback I can after that.
I hope to use this feature in my current project.
by reltham
Wed Jul 09, 2008 6:29 pm
Forum: General Bullet Physics Support and Feedback
Topic: When is bullet 2.70(new character controller) due to drop?
Replies: 5
Views: 3748

Re: When is bullet 2.70(new character controller) due to drop?

Why do the KinematicCharacterController functions take a btDynamicsWorld instead of a btCollisionWorld?

Isn't the whole point of doing the Kinematic version is to use just collision and not dynamics?
by reltham
Mon Jun 09, 2008 7:06 pm
Forum: General Bullet Physics Support and Feedback
Topic: striding mesh interface
Replies: 2
Views: 2009

Re: striding mesh interface

Shouldn't indices always be unsigned?

It doesn't make sense to have negative indices into the vertex array.
by reltham
Thu May 15, 2008 6:02 pm
Forum: General Bullet Physics Support and Feedback
Topic: CollisionObject scaling?
Replies: 3
Views: 2672

Re: CollisionObject scaling?

The only way to scale is at the shape level.

The only sharing I get when using meshes is the raw vertex/index data that is passed into btTriangleIndexVertexArray (which is then passed into the btBvhTriangleMeshShape). The bt objects are not very big, and they refer back to your raw vertex/index data.
by reltham
Fri May 02, 2008 11:30 pm
Forum: General Bullet Physics Support and Feedback
Topic: setMargin() on btBvhTriangleMeshShape is ignored...
Replies: 2
Views: 3004

setMargin() on btBvhTriangleMeshShape is ignored...

Doing a convexTest (using a sphereShape) against an object that is a btBvhTriangleMeshShape always results in the hitPoint being ~0.04f away from the actual mesh. This appears to be the default collision margin. I've tried setting the margin on the btBvhTriangleMeshShape and it seems to have no affe...
by reltham
Tue Apr 29, 2008 6:32 pm
Forum: General Bullet Physics Support and Feedback
Topic: Need some help using only Collision in Bullet.
Replies: 5
Views: 3090

Need some help using only Collision in Bullet.

The project I am working on is using Bullet for collision only, and I need help with stuff I haven't found in the docs or demos. First, the project is a seamless world that is streaming in chunks as you move around, and at any given time there will be about 1000-2000 btCollisionObjects. The majority...
by reltham
Fri Apr 25, 2008 7:04 pm
Forum: General Bullet Physics Support and Feedback
Topic: New Wiki?
Replies: 7
Views: 4148

Re: New Wiki?

I created an account with the username "Reltham"
by reltham
Thu Apr 10, 2008 5:35 pm
Forum: General Bullet Physics Support and Feedback
Topic: Is there more documentation?
Replies: 7
Views: 4052

Re: Is there more documentation?

I'd like to see/use a wiki, please!
by reltham
Thu Apr 10, 2008 12:50 am
Forum: General Bullet Physics Support and Feedback
Topic: How do I get all the objects within a bounding box?
Replies: 7
Views: 3867

Re: How do I get all the objects within a bounding box?

Did this ever get put in?

I'm having issues with querySingleObject not returning any results if the start and end points are the same (or very near each other).
by reltham
Tue Mar 11, 2008 5:24 pm
Forum: General Bullet Physics Support and Feedback
Topic: Problem with Collision
Replies: 16
Views: 6937

Re: Problem with Collision

Just a comment on the debug draw stuff. It doesn't appear to ever do any debug drawing if you don't use Dynamics (i.e. CollisionWorld only).
by reltham
Tue Jan 15, 2008 8:35 pm
Forum: General Bullet Physics Support and Feedback
Topic: convexTest with rotation
Replies: 11
Views: 4505

Re: convexTest with rotation

I think the reason you had to cast away the const was that you didn't get the new version of btCollisionShape.cpp/h.
by reltham
Mon Jan 14, 2008 11:35 pm
Forum: General Bullet Physics Support and Feedback
Topic: btCollisionWorld::rayTest is slower than I'd expect
Replies: 7
Views: 4831

Re: btCollisionWorld::rayTest is slower than I'd expect

I ran into the same performance issue with rayTest. I was able to get a big savings by having btCollisionObject cache it's Aabb, and have rayTest use that cached Aabb rather than calculate it from the btCollisionShape's Aabb and the btCollisionObject's transform. I had btCollisionObject update it's ...
by reltham
Fri Jan 11, 2008 10:12 pm
Forum: General Bullet Physics Support and Feedback
Topic: collisionWorld rayTest problem
Replies: 6
Views: 3284

Re: collisionWorld rayTest problem

I got around the problem of "hitting yourself" in rayTest by deriving my own ClosestRayResultCallback from bullet's, like this: struct MyClosestRayResultCallback : public btCollisionWorld::ClosestRayResultCallback { MyClosestRayResultCallback(const btVector3& rayFromWorld, const btVector3& rayToWorl...