Search found 72 matches

by anthrax11
Sat Feb 01, 2014 1:26 am
Forum: General Bullet Physics Support and Feedback
Topic: BvhTriangleMeshShape problem
Replies: 3
Views: 4654

Re: BvhTriangleMeshShape problem

The Wavefront loader in BulletSharp demos is very basic. It didn't know how to read faces with 4 vertices. Should be fixed with this commit:
https://code.google.com/p/bulletsharp/s ... tail?r=580
by anthrax11
Tue May 14, 2013 8:36 pm
Forum: General Bullet Physics Support and Feedback
Topic: Strange compoundShape performance
Replies: 2
Views: 3360

Re: Strange compoundShape performance

I checked whether issue 711 that was recently fixed had anything to do with it, but it didn't seem to speed things up. The AABB tree of compound shapes is probably not the same as the one in the dynamics world. At least if you add the 20x20x20 boxes individually without the compound shape, then it's...
by anthrax11
Thu Apr 25, 2013 8:56 am
Forum: General Bullet Physics Support and Feedback
Topic: Compiling as DLLs?
Replies: 2
Views: 5269

Re: Compiling as DLLs?

The effect of USE_MSVC_RUNTIME_LIBRARY_DLL is that in Configuration Properties -> C/C++ -> Code Generation, it sets the Runtime Library option to "Multi-threaded DLL" instead of "Multi-threaded". It does not mean that Bullet is compiled into a DLL. Instead, it produces .lib files...
by anthrax11
Sun Mar 24, 2013 11:15 pm
Forum: General Bullet Physics Support and Feedback
Topic: Create a swarm around an object
Replies: 6
Views: 5710

Re: Create a swarm around an object

Perhaps you can apply linear damping to the bodies as they get near to where they need to stick. if(distance > ideal_distance){ house_physical_body->applyCentralImpulse(convert<btVector3>(attract(power))); house_physical_body->setDamping(0, 0); } else { house_physical_body->setDamping(0.5f, 0); } Of...
by anthrax11
Fri Feb 01, 2013 1:44 am
Forum: General Bullet Physics Support and Feedback
Topic: Where is Erwin? :-)
Replies: 8
Views: 8451

Re: Where is Erwin? :-)

He's working on the GPU version, which is hosted at github: https://github.com/erwincoumans/experiments
by anthrax11
Thu Jan 31, 2013 9:31 pm
Forum: General Bullet Physics Support and Feedback
Topic: Point to Point Chaining Question
Replies: 3
Views: 4525

Re: Point to Point Chaining Question

Point2PointConstraint maintains the distance between two anchor points, but the bodies are still free to pivot around those points. A hinge constraint with angles limited to 0 would work, which looks something like this: var j2 = new HingeConstraint( b1, b2, Matrix.Translation( 2, 0, 0 ), Matrix.Tra...
by anthrax11
Tue Nov 27, 2012 5:03 pm
Forum: General Bullet Physics Support and Feedback
Topic: Strange behaviour of long rotating bodies
Replies: 10
Views: 12073

Re: Strange behaviour of long rotating bodies

btCylinderShape returns the correct local inertia as of r2235 . With m=1, r=0.25 and h=8: Iy = m * r*r / 2 = 0.25*0.25 / 2 = 0.03125 Ix = Iz = m * (3*r*r + h*h) / 12 = (0.1875 + 64) / 12 = 5.265625 I don't know what the mass is, but I think you should try to increase it, because as Danny said, there...
by anthrax11
Fri Sep 07, 2012 9:18 pm
Forum: General Bullet Physics Support and Feedback
Topic: class btMotionState : void getWorldTransform() ?
Replies: 2
Views: 3475

Re: class btMotionState : void getWorldTransform() ?

Hi! If getWorldTransform returned a btTransform, then it would have to allocate memory for holding the return value. Instead, the value is written directly to an existing btTransform to save time and space. So it's just a useful optimization. Note that btTransform is a class, so the parameter is rea...
by anthrax11
Sun Aug 26, 2012 7:02 pm
Forum: General Bullet Physics Support and Feedback
Topic: btStaticPlaneShape and overflow in AABB
Replies: 2
Views: 3246

Re: btStaticPlaneShape and overflow in AABB

The mass should be set to 0 to indicate that it is a static object and that gravity doesn't affect it.
by anthrax11
Wed Aug 22, 2012 4:11 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet Physics With CLR support
Replies: 2
Views: 3746

Re: Bullet Physics With CLR support

You want to include Bullet as unmanaged code:

Code: Select all

#pragma managed(push, off)
#include <btBulletCollisionCommon.h>
#pragma managed(pop)
by anthrax11
Tue Aug 21, 2012 6:41 pm
Forum: General Bullet Physics Support and Feedback
Topic: Island Simulation question
Replies: 2
Views: 3201

Re: Island Simulation question

You can prevent bodies from deactivating with body->setActivationState(DISABLE_DEACTIVATION) or reactivate them with body->setActivationState(ACTIVE_TAG).

By default, bodies are deactivated after being still for some time to speed up the simulation. I don't think it's related to islands.
by anthrax11
Sat Aug 18, 2012 12:22 am
Forum: General Bullet Physics Support and Feedback
Topic: Turn Toward Orientation
Replies: 4
Views: 6142

Re: Turn Toward Orientation

I'm not sure I fully understand, but here's how I thought of it. The code extracts the body's orientation around each axis (yaw, pitch, roll) and calculates the delta towards the target orientation. The delta is applied as torque (and you probably want to fiddle with this to get the speed right). On...
by anthrax11
Mon Aug 06, 2012 11:23 pm
Forum: General Bullet Physics Support and Feedback
Topic: BulletSharp object referencing
Replies: 2
Views: 3603

Re: BulletSharp object referencing

All the cast really does is that it checks that UserObject is of type MySimClass and then copies the reference, so I doubt that this will be a bottleneck. A performance hit might occur if the types on both sides were not the same and type conversion had to be done. For example, if MySimClass had a b...
by anthrax11
Sat Jun 09, 2012 9:52 am
Forum: General Bullet Physics Support and Feedback
Topic: AccessViolationException (C#)
Replies: 8
Views: 7503

Re: AccessViolationException (C#)

It may be related to this issue, which I've just fixed :) http://code.google.com/p/bulletsharp/is ... tail?id=33

edit: Any chance you can send me the project that fails?