I completely forgot about thatDannyChapman wrote:What's wrong with the btCollisionObject::setAnisotropicFriction function?!
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- Sun Mar 20, 2016 4:06 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Directional Friction
- Replies: 5
- Views: 8454
Re: Directional Friction
- Fri Mar 18, 2016 2:19 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Scan area for intersecting shapes.
- Replies: 8
- Views: 18957
Re: Scan area for intersecting shapes.
You can always make a ghost shape (same shape you want to test, but doesn't really collide) and see if there's collision. If you don't care too much about exact quality you might even be able to just use broadphase, which will likely be faster
- Fri Mar 18, 2016 2:17 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Directional Friction
- Replies: 5
- Views: 8454
Re: Directional Friction
You can try implementing anisotropic friction with a custom collision callback. (http://www.bulletphysics.org/mediawiki- ... d_Triggers)
You might be able to get away using mostly default friction code as your base
You might be able to get away using mostly default friction code as your base
- Wed Mar 16, 2016 6:19 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Strange behavior due btHingeConstraint
- Replies: 1
- Views: 3404
Re: Strange behavior due btHingeConstraint
Sounds like you're passing in an undefined variable somewhere in your code and the hinge is trying to hit an impossible target.
- Fri Mar 11, 2016 8:23 am
- Forum: General Bullet Physics Support and Feedback
- Topic: equivalent constraint
- Replies: 2
- Views: 5392
Re: equivalent constraint
Construction wise they should be similar, but their motion is going to be very different in one key situation due to sampling differences. Take for instance a cable vibrating with a certain velocity such that nodes rotate opposite of the adjacent nodes. Now imagine that the frequency and vibration s...
- Thu Mar 10, 2016 4:26 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Help with constraints
- Replies: 1
- Views: 3553
Re: Help with constraints
The frames are the transformation to the constraint axis in the local coordinates of the bodies involved (frameInA is from A to the axis in terms of A, frameInB is from B to the axis in terms of B)
- Mon Mar 07, 2016 1:51 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Constraint to prevent a motorcycle from falling over
- Replies: 1
- Views: 3306
Re: Constraint to prevent a motorcycle from falling over
I think you forgot that the world itself can be used. Physics wise though, you're better off just making a controller that shifts a "driver" left and right to balance it like a real bike, since once you put in real graphics now you'll have a physics controlled driver at zero cost (well, so...
- Tue Mar 01, 2016 4:36 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Strange behaviour (sliding without reason)
- Replies: 2
- Views: 4745
Re: Strange behaviour (sliding without reason)
That just looks like a case of m1v1==m2v2 with near zero friction. Basically, if you put your robot on a air hockey table it would do the same thing. Try increasing the ground and body friction components if they don't match physical results, and if the components are already high consider smaller t...
- Tue Mar 01, 2016 3:44 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Tilting Table - kinematic body force exerted on rotation
- Replies: 8
- Views: 12973
Re: Tilting Table - kinematic body force exerted on rotation
You should start by reading https://msdn.microsoft.com/en-us/library/windows/apps/mt228373.aspx and checking the source code. You can see how they deal with cameras and physics for exactly what you want to do. After that, go to a library and try to find "Introduction to Robotics: Mechanics and ...
- Tue Mar 01, 2016 1:50 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Is rayTest thread safe?
- Replies: 9
- Views: 20977
Re: Is rayTest thread safe?
Are you sure that your threads are off while stepping the world and only polling the system between steps?svedach wrote:I could not get. I did as it is written at the link above, but when I call rayTest from multiple threads, the heap error occurs. It's a pity.
- Sat Feb 27, 2016 2:18 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Tilting Table - kinematic body force exerted on rotation
- Replies: 8
- Views: 12973
Re: Tilting Table - kinematic body force exerted on rotation
That part is all trig actually, it should be as simple as multiplying out the transform from one to the other. Basically you need to find the "contact" area (really just a close approximation should minimize issues) on the box and then extend the rotation from there to the center of gravit...
- Fri Feb 26, 2016 12:43 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Tilting Table - kinematic body force exerted on rotation
- Replies: 8
- Views: 12973
Re: Tilting Table - kinematic body force exerted on rotation
The jumping is just physics acting as it should, so what you'll probably need to do is change the "physics". Rather than rotating the box about it's center of gravity, rotate it about the marble's contact point. That should change the angle of the box without changing the position of the b...
- Wed Feb 24, 2016 2:15 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Ray Tracing for LIDAR. How does bullet ray test work.
- Replies: 2
- Views: 5939
Re: Ray Tracing for LIDAR. How does bullet ray test work.
None of the 2.83 ones are hardware accelerated last I checked, but you should be able to test on multiple threads just fine. Just watch out for possible internal cache errors.
- Mon Feb 22, 2016 5:38 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet on GPU
- Replies: 129
- Views: 1284338
Re: Bullet on GPU
Quick question, if opencl support is so fragile, why don't we use opengl compute? For one, opengl compute support is even more fragile, having only been added in 4.3 and not really designed for this type of application. So far the only real competitor is CUDA, but that of course requires Nvidia har...
- Sun Feb 14, 2016 10:59 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Imitation sensor field of view.
- Replies: 3
- Views: 6615
Re: Imitation sensor field of view.
Well, thanks for your reply. I understand the principles of operation of the ultrasonic sensor, I have made a model based on rayTest, but I was not satisfied with the performance. I do not want to use the cone. It does not correctly represent the field of view of the sensor. I use the trapeze. Can ...