Search found 225 matches

by xexuxjy
Thu Jan 08, 2015 2:55 pm
Forum: General Bullet Physics Support and Feedback
Topic: Static RigidBody Collision objects
Replies: 2
Views: 1854

Re: Static RigidBody Collision objects

It's useful for doing simple things like collision detection only (if you don't necessarily want the resolution), or for ghost objects for trigger areas and so on.
by xexuxjy
Wed Jan 07, 2015 11:02 am
Forum: General Bullet Physics Support and Feedback
Topic: Raycasting of box - which side of box(voxel) i am looking at
Replies: 3
Views: 2064

Re: Raycasting of box - which side of box(voxel) i am lookin

Just having the collision object returned means you can't directly find that out... it would be more useful if you could get access to the callback object as that should have the collision point, distance etc as well as the collision shape. Failing that you'll have do some work in Java to calculate ...
by xexuxjy
Tue Jan 06, 2015 1:57 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet Units
Replies: 5
Views: 2231

Re: Bullet Units

Ah sorry, ok.
It depends on what you're feeding into stepSimulation , which has defaults of 1/60th second for splitting simulations steps (btDynamicsWorld.h)
by xexuxjy
Tue Jan 06, 2015 12:18 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet Units
Replies: 5
Views: 2231

Re: Bullet Units

Gravity is set at 9.81 so the units are effectively meters even if it's not really mentioned as such.
by xexuxjy
Wed Dec 31, 2014 10:13 pm
Forum: General Bullet Physics Support and Feedback
Topic: btManifoldPoint::getDistance() penetration question
Replies: 1
Views: 1184

Re: btManifoldPoint::getDistance() penetration question

m_normalWorldOnB should give you what you need
by xexuxjy
Mon Dec 29, 2014 10:12 am
Forum: General Bullet Physics Support and Feedback
Topic: Second GlutDemoApplication causes crash.
Replies: 5
Views: 1909

Re: Second GlutDemoApplication causes crash.

Again, a bit of a guess, but comparing to the standard ragdoll physics demo you might want to remove all your constraints (joints,welds) first, then remove the bodies. Also I wasn't sure what : i=0; while(i<nocans) { if( i != 14 ){ DeleteObject(i); } i++; } was supposed to do, why is one object bein...
by xexuxjy
Sat Dec 27, 2014 3:41 pm
Forum: General Bullet Physics Support and Feedback
Topic: Second GlutDemoApplication causes crash.
Replies: 5
Views: 1909

Re: Second GlutDemoApplication causes crash.

hard to tell without all the code, but in general, make sure you remove all collision objects (rigid bodies, shapes, constraints) from the world before exit physics.
by xexuxjy
Tue Dec 23, 2014 9:57 am
Forum: General Bullet Physics Support and Feedback
Topic: Two rigidbody initialised the same way only one move
Replies: 3
Views: 1624

Re: Two rigidbody initialised the same way only one move

you might want to use collisionWorld->addRigidBody for your object.
by xexuxjy
Sun Dec 21, 2014 11:35 am
Forum: General Bullet Physics Support and Feedback
Topic: Importing Terrain
Replies: 3
Views: 2134

Re: Importing Terrain

not quite true, btTerrainShape can be updated pretty easily to use either of those formats as all you really want from them is a height value at x,y which can correspond to a grayscale (or whatever) value from your image.
by xexuxjy
Wed Dec 10, 2014 12:18 pm
Forum: General Bullet Physics Support and Feedback
Topic: fuzzyZero assertion error
Replies: 6
Views: 4054

Re: fuzzyZero assertion error

Actually it's probably a bad idea to return a 'near-zero' vector from a call to normalise, as you expect in code to have a normal vector as a result of the call. blowing up in the call to normalise will at least give you a chance to figure out how/why/where you're trying to normalise a zero vector r...
by xexuxjy
Tue Dec 09, 2014 10:38 am
Forum: General Bullet Physics Support and Feedback
Topic: Debug draw and Directx 11
Replies: 2
Views: 2391

Re: Debug draw and Directx 11

That should be ok working like that.

Can you post your code where you draw with the cameras view,projection matrix ?
by xexuxjy
Wed Dec 03, 2014 2:11 pm
Forum: General Bullet Physics Support and Feedback
Topic: CPU multithreading is working!
Replies: 145
Views: 56893

Re: Why was BulletMultiThreaded thrown out?

Good Stuff!

I tried adding in some multi-threaded processing on my c# version but it got quite hairy so interested to see your approach.
by xexuxjy
Mon Nov 24, 2014 1:04 pm
Forum: General Bullet Physics Support and Feedback
Topic: Strange issue which looks like tunnelling
Replies: 11
Views: 3385

Re: Strange issue which looks like tunnelling

It might be worth doing a quick test with a sphere collision shape for your small crate and seeing if you get a similar issue. Though I can't really think of anything that should fail on a simple test. I presume your large crate is static? what mass value are you using for the small crates?
by xexuxjy
Wed Nov 19, 2014 1:04 pm
Forum: General Bullet Physics Support and Feedback
Topic: Is it safe to dispose of shapes/rigid bodies in a thread?
Replies: 10
Views: 4030

Re: Is it safe to dispose of shapes/rigid bodies in a thread

Out of interest , how have you integrated bullet into Unity, is it using Andres Traks wrapper, or a pure managed code version. Regardless, i'd be very surprised if it was thread safe. I would also suspect that SimpleProfiler really won't give you very good timings for such a small operation.
by xexuxjy
Thu Nov 13, 2014 10:59 am
Forum: General Bullet Physics Support and Feedback
Topic: Ghost object in persistent manifold
Replies: 2
Views: 2067

Re: Ghost object in persistent manifold

I don't think theres any nice bullet standard way of doing this, but one slightly ugly option would be to store a user pointer on your 'permanent' ghosts and change use that extra logic to avoid adding them to your deadWeights list.....