Search found 456 matches

by Flix
Tue Aug 04, 2009 4:46 pm
Forum: General Bullet Physics Support and Feedback
Topic: How to use Bullet to control a smooth camera...
Replies: 11
Views: 13345

Re: How to use Bullet to control a smooth camera...

sipickles wrote: Using a collision filter might be better than tiny mass? No, when i wrote that my (semi)physic camera does not affect other bodies I meant that the "impact" between the camera and other bodies does not "move" other bodies because its mass is too low (it's a good thing). One of the m...
by Flix
Tue Aug 04, 2009 4:33 pm
Forum: General Bullet Physics Support and Feedback
Topic: Iterate over objects ina bounding box?
Replies: 15
Views: 13958

Re: Iterate over objects ina bounding box?

Ellon wrote: I hope this answer to your question. Yes, it's all much clearer to me now. So there's no gain in using btPairCachingGhostObjects without the line: world->getDispatcher()->dispatchAllCollisionPairs(ghost->getOverlappingPairCache(), world->getDispatchInfo(), world->getDispatcher()); to ge...
by Flix
Tue Aug 04, 2009 8:10 am
Forum: General Bullet Physics Support and Feedback
Topic: Iterate over objects ina bounding box?
Replies: 15
Views: 13958

Re: Iterate over objects ina bounding box?

Thank you very much for your clean explanation (I'm trying to know more about btGhostObjects). I got just one more question. Currently I'm using a simpler code, like this: btAlignedObjectArray<btCollisionObject*>& overlappingObjects = m_ghostObject->getOverlappingPairs(); const int numObjects=overla...
by Flix
Sun Aug 02, 2009 8:47 am
Forum: General Bullet Physics Support and Feedback
Topic: Possible use of btGhostObject for frustum culling
Replies: 8
Views: 12843

Possible use of btGhostObject for frustum culling

I don't know if frustum culling has already been implemented in the Bullet Demos (and I'm not sure if it would be an useful addition for benchmarching application too). Anyway I'm wondering if it is possible/efficient to use a (convex hull) frustum shaped btGhostObject to perform frustum culling. I'...
by Flix
Thu Jul 23, 2009 2:26 pm
Forum: General Bullet Physics Support and Feedback
Topic: Deformable Bodies
Replies: 5
Views: 5810

Re: Deformable Bodies

I'm not able to answer to most of your questions (so I will leave them unanswered), but you asked: Should I be using a low res model for feeding to bullet. Well, of course the answer should be no, unless you can handle the overhead of vertex mapping and interpolation (to find the positions of the ve...
by Flix
Thu Jul 16, 2009 1:04 pm
Forum: General Bullet Physics Support and Feedback
Topic: why RigidBody could drill through the Cloth ?
Replies: 2
Views: 1883

Re: why RigidBody could drill through the Cloth ?

Funny enough, I've just had this same problem recently, and fixed it in the same way (in my case: sb->m_cfg.piterations=12). I've also added this code: sb->getCollisionShape()->setMargin(0.35);// default is 0.25 but I don't know if it works, because I've seen that internally in the btSoftBody ctr th...
by Flix
Tue Jun 23, 2009 1:24 pm
Forum: General Bullet Physics Support and Feedback
Topic: Implemeting Cutting of Softbodies with volume preservation
Replies: 10
Views: 5553

Re: Implemeting Cutting of Softbodies with volume preservation

Now I have a question: Why was the tetrahedral meshes taken out of Bullet? Were there any problems with them? I remember that the support was present in the past too (and with the possibility of importing files with some specific extensions). Anyway, as far as I remember, I think that it's still po...
by Flix
Thu Jun 18, 2009 11:59 am
Forum: General Bullet Physics Support and Feedback
Topic: Softbody Wheels for racing sim
Replies: 4
Views: 3195

Re: Softbody Wheels for racing sim

Coz wrote: On the other hand, I have seen no discussion or and no demos of soft body tires In the softbody demo there's a full "bunny" soft body vehicle, with soft tyres, and another weird kind of vehicle with three "ellipsoidal" soft tyres. linksan wrote: I played around with the softbody demos but...
by Flix
Sun Jun 07, 2009 8:26 am
Forum: General Bullet Physics Support and Feedback
Topic: Easy questions about soft bodies
Replies: 2
Views: 1762

Re: Easy questions about soft bodies

Thank you for your hints. 1) Running the demos, it looks like the soft bodies never sleep. Do they actually need to be replaced with rigid bodies though or can you get away with just removing them from the world altogether? (but keeping tabs on where they should be to restore them) Well, yes, when s...
by Flix
Thu Jun 04, 2009 1:29 pm
Forum: General Bullet Physics Support and Feedback
Topic: How to use Bullet to control a smooth camera...
Replies: 11
Views: 13345

Re: How to use Bullet to control a smooth camera...

I've implemented a simple semi-physic camera in my own Ogre - Bullet wrapper and it's working well. So I can give you some hint (in case you're using Ogre as well: I guess I've already seen you're nick in the Ogre forums, so I think this can be the case). My approach was to create a "split" motion s...
by Flix
Tue Jun 02, 2009 4:07 pm
Forum: General Bullet Physics Support and Feedback
Topic: Multiple btIndexedMeshes stopped working
Replies: 2
Views: 2276

Re: Multiple btIndexedMeshes stopped working

Just to say that I removed the double precision patch described above by replacing the three modified files with an older version and the multiple btIndexedMeshes have started to work again. I've made two screenshots that demostrate this (I use raytracing, because I haven't implemented any debug dra...
by Flix
Tue Jun 02, 2009 10:49 am
Forum: General Bullet Physics Support and Feedback
Topic: Easy questions about soft bodies
Replies: 2
Views: 1762

Easy questions about soft bodies

Hello everybody, I've implemented soft bodies in my own Ogre - Bullet "wrapper", and I just need some basic information to improve the way they can be used. These are mainly clarifications, not feature requests or bugs. I didn't find the answer in the Bullet docs. MAIN QUESTIONS: 1) Do soft bodies e...
by Flix
Tue Jun 02, 2009 10:16 am
Forum: General Bullet Physics Support and Feedback
Topic: Multiple btIndexedMeshes stopped working
Replies: 2
Views: 2276

Multiple btIndexedMeshes stopped working

Hello everybody, I'm using my own Ogre - Bullet wrapper, and by updating it to the current SVN version of Bullet, I've discovered that now when I use multiple btIndexedMesh (to create a btTriangleIndexVertexArray for a btBvhTriangleMeshShape), only the first mesh inserted seems to work. I'm sure tha...
by Flix
Thu Jan 22, 2009 2:45 pm
Forum: General Bullet Physics Support and Feedback
Topic: Help inheriting from btSoftBody
Replies: 0
Views: 1037

Help inheriting from btSoftBody

Hello everybody. Like other Bullet users that use Ogre for rendering (I suppose), I'm making my own "wrapper". Instead of using the inner pointer inside the btRigidBody class, I'm using the approach of inheriting from it, because I like to be able to call the base methods directly from my class, I c...
by Flix
Tue Jun 03, 2008 2:23 pm
Forum: General Bullet Physics Support and Feedback
Topic: Softbody-RigidBody Collisions
Replies: 2
Views: 1874

Softbody-RigidBody Collisions

I've recently discovered while playing around with Bullet that rigid bodies collide only with the vertices (nodes) of the soft bodies and not with the soft body faces too ( faces seem to be used for raycasting only ). Is this the correct and wanted behavior or it's my fault and I'm missing some opti...