Search found 456 matches
- Thu Apr 16, 2015 8:37 am
- Forum: General Bullet Physics Support and Feedback
- Topic: can constraint motors affect only one rigid body?
- Replies: 3
- Views: 5034
Re: can constraint motors affect only one rigid body?
This causes both the rigid bodies to rotate. Is there a way just to drive the second rigid body with the motor while remaining connected to the first? If the first object can't be static, then the only other solution I can think about is playing with the masses and/or local inertias of the two bodi...
- Thu Apr 16, 2015 8:31 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btCompoundShape: collision detection problem! :?:
- Replies: 10
- Views: 12189
Re: btCompoundShape: collision detection problem! :?:
It might be an "update AABB" problem. I'd try to solve the problem this way: By NOT using btCompoundShape for static objects in the first place. Just add the child shapes directly to the world as static btRigidBodies (or plain btCollisionObjects if you like). Some tests I made some time ag...
- Sat Mar 28, 2015 7:33 am
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: appHACDDemo (and Convex Decomposition tool)
- Replies: 21
- Views: 124291
Re: appHACDDemo (and Convex Decomposition tool)
I saw this V-HACD and read how to include it [...] I'm using the last version 2 from github. Then you can't use appHACDDemo tool in the first place, because I wrote: First: this "Tool/Demo" is rather old and won't work with the current "git" version of VHACD-2: I've just added a...
- Thu Mar 26, 2015 12:54 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: appHACDDemo (and Convex Decomposition tool)
- Replies: 21
- Views: 124291
Re: appHACDDemo (and Convex Decomposition tool)
I'm just a beginner, so this may seem a little stupid but I couldn't set up the load .bcs method. First: this "Tool/Demo" is rather old and won't work with the current "git" version of VHACD-2: I've just added a note in the first post. I suppose you use the plain HACD version. I...
- Mon Mar 02, 2015 9:20 am
- Forum: General Bullet Physics Support and Feedback
- Topic: GhostObject collision with narrowphase instead of AABB?
- Replies: 1
- Views: 3576
Re: GhostObject collision with narrowphase instead of AABB?
First, sorry, I've just read the post title (= not its content). Second, this link is rather old, but it might still work (expecially the ghost object demo included in it): please tell me if it's useful for you or not: http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&t=6195&hili...
- Fri Feb 13, 2015 10:22 am
- Forum: General Bullet Physics Support and Feedback
- Topic: How to represent this arena in bullet?
- Replies: 4
- Views: 6018
Re: How to represent this arena in bullet?
The reason i believe trigngle mesh is expensive is that if i use it, the aabb of arena will intersect with every single aabb in this arena, bullet will test the arena with every dynamic rigid body in every step(i'm not 100% sure), the test includes every face in triangle mesh(i guess), that must be...
- Thu Feb 12, 2015 10:12 am
- Forum: General Bullet Physics Support and Feedback
- Topic: How to represent this arena in bullet?
- Replies: 4
- Views: 6018
Re: How to represent this arena in bullet?
I believe it's too expensive to use Triangle mesh. It that's a static wide geometry, I don't think it's too expensive at all: you can try and see :) . However I agree that usually convex hulls behave better that btBvhTriangleMeshes: in that case you can use vhacd, as suggested by drleviathan, or ju...
- Wed Jan 28, 2015 9:38 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Simple and Efficient Approximate Convex Decomposition
- Replies: 41
- Views: 119219
Re: Simple and Efficient Approximate Convex Decomposition
I've updated RBD's Blender addon to support VHACD version 2.2. Here it is: object_vhacd.py.zip P.S. My knowledge of python is minimal and I tested the plugin on Ubuntu only. Hope it works on other systems as well. P.S.2 There's a visual artifact in the GUI when loading presets: the GUI does not upda...
- Sat Jan 17, 2015 10:03 am
- Forum: General Bullet Physics Support and Feedback
- Topic: CPU multithreading is working!
- Replies: 145
- Views: 1290702
Re: CPU multithreading is working!
About schedule(static, 50) : This is how OpenMP partitions the threads: 50 should mean that each thread takes 50 operations at a time. static means that the partition is made ahead of time (less time to partition, but some threads may end up early and have nothing left to do). Alternatives are dynam...
- Sat Jan 10, 2015 9:47 am
- Forum: General Bullet Physics Support and Feedback
- Topic: void casting parameters never used
- Replies: 2
- Views: 3832
Re: void casting parameters never used
Hehe :) ... Lines like that are commonly used in C++ to remove possible compilation warnings caused by the fact that a method parameter is never used inside the method's scope. I don't know if that's the case here: many times programmers start adding those lines, then they actually use those variabl...
- Thu Dec 18, 2014 9:21 am
- Forum: General Bullet Physics Support and Feedback
- Topic: CPU multithreading is working!
- Replies: 145
- Views: 1290702
Re: CPU multithreading is working!
:D ! Just to say I'm very happy I can use callbacks and the OpenMP version! Only one additional thing: On Linux 64bit in LinearMath/btThreads.cpp , I had to change: bool btIsAligned( const void* ptr, unsigned int alignment ) { btAssert( ( alignment & ( alignment - 1 ) ) == 0 ); // alignment shou...
- Wed Dec 17, 2014 11:31 am
- Forum: General Bullet Physics Support and Feedback
- Topic: CPU multithreading is working!
- Replies: 145
- Views: 1290702
Re: CPU multithreading is working!
I don't usually like to pop-in and interrupt an ongoing discussion: however I'd like to make a few brief questions/considerations, soon after having thanked lunkhound for having restored/rewritten/reconsidered/reforked the Bullet Multithreaded branch :) . Here are my questions/considerations (I stil...
- Tue Dec 16, 2014 12:00 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Compound Shape's children with different Friction ?
- Replies: 1
- Views: 3518
Re: Compound Shape's children with different Friction ?
Using a custom material callback you can override friction on a compound child basis. I don't remember the details ATM, but AFAIR the introduction of the btCollisionObjectWrapper class into Bullet was done to extend this possibility to handle nested compound children too. However I'd stick to the pa...
- Tue Dec 16, 2014 11:50 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Simple and Efficient Approximate Convex Decomposition
- Replies: 41
- Views: 119219
Re: Simple and Efficient Approximate Convex Decomposition
@RBD: Thanks for posting it :) ! P.S. On Linux 64bit and Blender 2.72b (and maybe on other POSIX systems), I had to change: vhacd_process = Popen(cmd_line, bufsize=-1) to vhacd_process = Popen(cmd_line, bufsize=-1, executable=None, stdin=None, stdout=None, stderr=None, preexec_fn=None, close_fds=Tr...
- Sat Dec 13, 2014 12:58 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Simple and Efficient Approximate Convex Decomposition
- Replies: 41
- Views: 119219
Re: Simple and Efficient Approximate Convex Decomposition
Thank you for your exhaustive answers ! .