Hi,
i assume you dont use a motionState for the kinematic bodies. This should interpolate automatically between the simulation frames.
Search found 229 matches
- Sat Jul 18, 2009 8:28 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Jumpy kinematic->dynamic collisions at small timesteps
- Replies: 17
- Views: 19100
- Sat Jul 18, 2009 8:22 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Correct way to move objects around in game
- Replies: 7
- Views: 10170
Re: Correct way to move objects around in game
Hi, actors are called btRigidBodies in Bullet. Both constructs have almost the same set of functionality. So applying a force is what you also would do in Physx. Maybe you refer to CharacterControllers or KinematicBodies? Those can be controlled more directly. For character controllers check out the...
- Mon Jun 22, 2009 9:34 am
- Forum: General Bullet Physics Support and Feedback
- Topic: How to detect which CollisionObject was hit ?
- Replies: 4
- Views: 3643
Re: How to detect which CollisionObject was hit ?
Hi,
you can access the ray result m_collisionObject.
I'm not sure why you want to know the shape. Usually people use the m_userData in m_collisionObject for a pointer to their internal game object structure.
If you just need to seperate objects you can use different filtergroups.
you can access the ray result m_collisionObject.
I'm not sure why you want to know the shape. Usually people use the m_userData in m_collisionObject for a pointer to their internal game object structure.
If you just need to seperate objects you can use different filtergroups.
- Mon Jun 22, 2009 6:26 am
- Forum: General Bullet Physics Support and Feedback
- Topic: How to detect which CollisionObject was hit ?
- Replies: 4
- Views: 3643
Re: How to detect which CollisionObject was hit ?
Hi,
you can use the public property m_userObjectPointer in the collisionObject to store user data.
you can use the public property m_userObjectPointer in the collisionObject to store user data.
- Sat Jun 20, 2009 7:35 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Objects do not react to forces after settling
- Replies: 2
- Views: 2467
Re: Objects do not react to forces after settling
Hi,
the object felt asleep to save CPU. You can disable object sleeping. Or you can activate objects when you give them impulses.
see:
void btCollisionObject::activate(bool forceActivation)
void btCollisionObject::setActivationState(int newState)
the object felt asleep to save CPU. You can disable object sleeping. Or you can activate objects when you give them impulses.
see:
void btCollisionObject::activate(bool forceActivation)
void btCollisionObject::setActivationState(int newState)
- Fri Jun 19, 2009 3:59 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Howto detect collision Single Ray with single CollisionShape
- Replies: 6
- Views: 5113
Re: Howto detect collision Single Ray with single CollisionShape
"The information we get from the raycast includes what shape we hit, how far away the shape is from the origin of the ray, the point of impact of the ray, the normal to the impact on the shape, and, if the shape hit is a triangle mesh, the surface triangle hit and the barycentric coordinates o...
- Fri Jun 19, 2009 3:46 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Letting two btKinematicCharacterControllers collide
- Replies: 2
- Views: 2938
Re: Letting two btKinematicCharacterControllers collide
Hi, i would suggest to modify/make another recoverFromPenetration() routine in the character contoller. When you go through the manifolds check if both bodies are characters. If yes, do something like this: m_currentPosition += pt.m_normalWorldOnB * directionSign * pt.getDistance() * btScalar(0.2); ...
- Fri Jun 19, 2009 3:27 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Want a collision detection notification without the physics
- Replies: 11
- Views: 12675
Re: Want a collision detection notification without the physics
Hi,
i'm not sure if this works at all (scaling at runtime). If yes, then the problem could be that the kinematic object is set to inactive state. If this is the case then its AABB is no more updated. You can call updateAABB or set it active. Maybe this helps.
i'm not sure if this works at all (scaling at runtime). If yes, then the problem could be that the kinematic object is set to inactive state. If this is the case then its AABB is no more updated. You can call updateAABB or set it active. Maybe this helps.
- Fri Jun 19, 2009 8:10 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Loosing gravity
- Replies: 2
- Views: 2553
Re: Loosing gravity
Hi,
when i understand right then you have two boxes, one ontop the other. Then you remove the bottom box and the top box doens't move, right? The reason is the box is 'sleeping'. It doesnt recognize the bottom is removed. To fix that you can disable object sleeping.
when i understand right then you have two boxes, one ontop the other. Then you remove the bottom box and the top box doens't move, right? The reason is the box is 'sleeping'. It doesnt recognize the bottom is removed. To fix that you can disable object sleeping.
- Fri Jun 19, 2009 8:09 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Inactive objects still collides
- Replies: 5
- Views: 6771
Re: Inactive objects still collides
Hi, people may want to get collisions for non active bodies and static bodies. An example would be to query if there are bodies within a 'trigger' volume. The trigger volume is static and the bodies are sleeping. With your modification there would be no more bodies reported after they fall asleep. A...
- Fri Jun 19, 2009 7:59 am
- Forum: General Bullet Physics Support and Feedback
- Topic: questions on ghosts
- Replies: 2
- Views: 2698
Re: questions on ghosts
Hi,
the sweep tests test a collisionShape with the objects within the ghostObject. So you save asking the broadphase for collisions. This is pretty nice for character controllers.
the sweep tests test a collisionShape with the objects within the ghostObject. So you save asking the broadphase for collisions. This is pretty nice for character controllers.
- Thu Jun 18, 2009 9:12 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Degrading performance (binary demo and VIDEO included)
- Replies: 7
- Views: 7425
Re: Degrading performance (binary demo included)
Hi, i recommend to display to btProfilers. So you can easily spot where the performance goes. Form your other post i saw you use a 1/200s timestep. Do you need such a high timestep? Did you already try 1/60s. This would give you instantely 3 times more performance. Do you use a cylinder primitive or...
- Thu Jun 18, 2009 9:04 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Want a collision detection notification without the physics
- Replies: 11
- Views: 12675
Re: Want a collision detection notification without the physics
Hi, you don't need actually a ghost object for that. Just setting NO RESPONSE is enough. You can get the contact manifolds but no interaction will occur. Be also sure to make that object kinematic so that physics doesn't affects it. Ghost objects are only needed if you want to keep track about all c...
- Wed Jun 17, 2009 12:02 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Sphere cast vs ray cast
- Replies: 3
- Views: 5883
Re: Sphere cast vs ray cast
Hi,
i assume the float precision is simply to low to get proper collision with near zero scale.
i assume the float precision is simply to low to get proper collision with near zero scale.
- Tue Jun 16, 2009 8:25 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Possible heap corruption with 2.75?
- Replies: 4
- Views: 4631
Re: Possible heap corruption with 2.75?
Good that i could help you. Explanation: With 2.75 there is now an array for non static bodies to make updates faster. The pointers in this array need to be freed as well when you remove a body. *RemoveCollisionObject only removes the collision object. *RemoveRigidBodies does remove the array pointe...