do a search for contacts callback on the forum
this has been answered many times before
Search found 66 matches
- Thu Nov 24, 2011 5:40 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: How to detect that which collider in collide...
- Replies: 5
- Views: 7219
- Sun Nov 20, 2011 10:05 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: center of mass not at mesh origin
- Replies: 13
- Views: 45160
Re: center of mass not at mesh origin
I do this kind of things a lot because of the meshes we get from maya are basically never centered around their pivot. Instead of adding a transform I transform the vertices of the shape so that the vertices are centered around the pivot, and no need for a top transform, once that is done I apply an...
- Wed Aug 31, 2011 8:33 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Intel OpenCL SDK support patch
- Replies: 2
- Views: 3300
Re: Intel OpenCL SDK support patch
the usual patch process is creating an issue on the google code and attach the
svn patch to it so that erwin can review / publish into the main trunk
F
svn patch to it so that erwin can review / publish into the main trunk
F
- Sat Aug 27, 2011 4:42 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: btCollisionObject modification added
- Replies: 4
- Views: 5410
Re: btCollisionObject modification added
no pointer to the world in btCollisionObject is meant
to avoid circular dependencies , so don't think this
will make it ...
to avoid circular dependencies , so don't think this
will make it ...
- Sat Aug 13, 2011 10:33 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision detection callback.
- Replies: 1
- Views: 2238
- Fri Aug 12, 2011 8:14 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Rigid body callbacks
- Replies: 2
- Views: 2711
Re: Rigid body callbacks
Check the contact added callback in here :
http://bulletphysics.com/Bullet/BulletF ... ource.html
gives you the pointers to the collisionObjects colliding, good way to find out
what's colliding with what
http://bulletphysics.com/Bullet/BulletF ... ource.html
gives you the pointers to the collisionObjects colliding, good way to find out
what's colliding with what
- Tue Jul 19, 2011 12:38 am
- Forum: General Bullet Physics Support and Feedback
- Topic: On the meaning of CollisionFlags
- Replies: 5
- Views: 5073
Re: On the meaning of CollisionFlags
CF_CUSTOM_MATERIAL_CALLBACK is designed so that you can change the collision response per face on an object. you will get a callback from bullet when a contact happens with this object. You can also use the contact information to derive other stuff, like glue/facturing/particle emission etc Check th...
- Sun Jul 17, 2011 9:00 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How do I remove object from World more quicker?
- Replies: 7
- Views: 8381
Re: How do I remove object from World more quicker?
Although this should work, bullet still needs faster code
to remove a lot of objects without removing them all....
to remove a lot of objects without removing them all....
- Sat Jul 16, 2011 2:16 am
- Forum: General Bullet Physics Support and Feedback
- Topic: How do I remove object from World more quicker?
- Replies: 7
- Views: 8381
Re: How do I remove object from World more quicker?
I haven't spent too much time timing this in bullet, but I suspect very much that the removeOverlappingPairsContainingProxy call in the destroyProxy function will take a lot of time when destroying a lot of objects... we have scene with 300,000+ objects and it's pretty long. Will try and come up wit...
- Sat Jul 09, 2011 11:45 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Very slow cleanup.
- Replies: 7
- Views: 6101
Re: Very slow cleanup.
We do have the same kind of issues with very slow reset/cleanup. I can think of a big sim (~300,000 objects i believe) and it is taking a few minutes to actually reset the simulation. I did quite a lot of profiling to see where the time was gone and it's actually the removeRigidBody that is taking 9...
- Sun Jun 12, 2011 12:12 am
- Forum: General Bullet Physics Support and Feedback
- Topic: How to add angular velocity to a soft body
- Replies: 4
- Views: 4202
Re: How to add angular velocity to a soft body
there's no such thing for soft bodies...
in our implementation you can apply velocities by calculating
the proper velocity for each node in the soft body.
it's not a one line thing but still pretty easy/fast to implement
Francois
in our implementation you can apply velocities by calculating
the proper velocity for each node in the soft body.
it's not a one line thing but still pretty easy/fast to implement
Francois
- Thu May 19, 2011 8:57 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Generic6DofConstraint - strange behaviour of y-axis - jitter
- Replies: 4
- Views: 5704
Re: Generic6DofConstraint - strange behaviour of y-axis - ji
the generic6Dof constraint is limited to -180 180 on the y axis
as far as i can remember, if you want rotation only on the y axis
you can either rotate the constraint or use a hinge constraint.
F
as far as i can remember, if you want rotation only on the y axis
you can either rotate the constraint or use a hinge constraint.
F
- Tue May 03, 2011 5:18 am
- Forum: General Bullet Physics Support and Feedback
- Topic: determinism after stepSimulation and insert e rigidBody
- Replies: 3
- Views: 3491
Re: determinism after stepSimulation and insert e rigidBody
just out of curiosity, what was the problem / solution ?
- Wed Apr 27, 2011 1:46 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Does Bullet rely on double precision operations?
- Replies: 5
- Views: 4334
Re: Does Bullet rely on double precision operations?
Not related to the original post but, is there any place in bullet where even when compiled for doubles bullet uses float numbers ? I haven't had much time to look deeper into it but recently figured out that compiling as double was giving me non-deterministic solves in some situations and it was de...
- Thu Mar 24, 2011 1:11 am
- Forum: General Bullet Physics Support and Feedback
- Topic: glue/fracture determinism
- Replies: 9
- Views: 7973
Re: glue/fracture determinism
it's actually a very simple scene , which was quite surprising when I saw that it was not deterministic (see attached image) a sphere or radius 1, mass 100 at (0,15,0) 4 cubes 1 unit , mass 1, wide slightly penetrating 1 ground cube 20x5x20 (passive) this will lead to very different results everytim...