TriangleCallback takes a partId and triangleIndex which if I remember correctly are populated as part of the normal processing, that might give you what you need.
btTriangleCallback.h
virtual void processTriangle(btVector3* triangle, int partId, int triangleIndex) = 0;
Search found 225 matches
- Fri Oct 09, 2015 12:49 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Triangle number as additional collision info
- Replies: 2
- Views: 3602
- Wed Oct 07, 2015 12:29 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: [solved] Why btHeightfieldTerrainShape is so slow?
- Replies: 4
- Views: 4964
Re: Why btHeightfieldTerrainShape is so slow?
Also how big is the ball in relation to the terrain, and how quickly does it move? TerrainMeshShape basically works by testing each triangle within the projected rectangle of the balls movement on the terrain. This post might be of help : http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&...
- Tue Sep 29, 2015 2:21 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: ContactTest for non-convex collision detection
- Replies: 2
- Views: 3544
Re: ContactTest for non-convex collision detection
There are also the GImpact shapes / extensions which should also provide a moving concave mesh. Not sure how well supported it is at the moment though,
- Wed Aug 19, 2015 12:36 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Troubles using cylinder and box shapes for ghostObjects
- Replies: 4
- Views: 4787
Re: Troubles using cylinder and box shapes for ghostObjects
I've had a look through the btGjkEpaSolver2::Penetration and there's very little (anything?) in the function itself that I can see that would cause an access violation, the shape0 and shape1 objects are really the only pointers provided and I don't see why they would get corrupted when it reaches a ...
- Tue Aug 18, 2015 2:17 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Troubles using cylinder and box shapes for ghostObjects
- Replies: 4
- Views: 4787
Re: Troubles using cylinder and box shapes for ghostObjects
Are you running in debug mode, and if so do you have a stack trace for the segfault?
- Mon Aug 10, 2015 11:12 am
- Forum: General Bullet Physics Support and Feedback
- Topic: [SOLVED] ClosestRayResultCallback not working
- Replies: 7
- Views: 7696
Re: ClosestRayResultCallback not working
It used to be hosted at http://bullet.googlecode.com/svn/trunk and I guess I haven't updated for a while. It does look as though sometime during it's move over to GitHub that demo got broken slightly.
- Thu Aug 06, 2015 10:53 am
- Forum: General Bullet Physics Support and Feedback
- Topic: [SOLVED] ClosestRayResultCallback not working
- Replies: 7
- Views: 7696
Re: ClosestRayResultCallback not working
Hmm, just looked at my RayTestDemo.cpp from the svn repository(rev 2689( and it has the ray test in the first hit block : ///first hit { btVector3 from(-30,1.2,0); btVector3 to(30,1.2,0); sDebugDraw.drawLine(from,to,btVector4(0,0,1,1)); btCollisionWorld::ClosestRayResultCallback closestResults(from,...
- Thu Aug 06, 2015 8:59 am
- Forum: General Bullet Physics Support and Feedback
- Topic: [SOLVED] ClosestRayResultCallback not working
- Replies: 7
- Views: 7696
Re: ClosestRayResultCallback not working
I could be missing something but it looks like in your first hit block of code you're not actually calling m_dynamicsWorld->rayTest ?
- Fri Jun 26, 2015 9:26 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Does the btIDebugDraw have some kind of offset?
- Replies: 3
- Views: 3890
Re: Does the btIDebugDraw have some kind of offset?
Nope , there shouldn't be any offset.. Are the collisions happening where you expect them to, or are they offset as well?
- Tue Jun 09, 2015 12:26 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet performance problems - quite huge scene
- Replies: 12
- Views: 11210
Re: Bullet performance problems - quite huge scene
You could try a simple change and add an implementation of updateAabbs in btDiscreteDynamicsWorld (it's a virtual method) that only iterates over the m_nonStaticRigidBodies set. I'm sure I've looked into why static object aabb's are recalculated before but I can't remember the result of that, possib...
- Tue May 26, 2015 8:19 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: [SOLVED] Temporary attack hitboxes
- Replies: 11
- Views: 12605
Re: [SOLVED] Temporary attack hitboxes
Heh, np. good luck with the rest of your project.
- Tue May 26, 2015 12:31 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: [SOLVED] Temporary attack hitboxes
- Replies: 11
- Views: 12605
Re: Temporary attack hitboxes
Thanks. I've had a quick run through. with position at 1.27 then the broadphase is generating a provisional overlap (probably down to the way the floats are quantized), with 1.30 then there is no overlap generated. to get round this issue, you can change your checkCollision function as follows : for...
- Thu May 21, 2015 8:06 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Disappointed with Bullet physics simulation speed...
- Replies: 9
- Views: 8025
Re: Disappointed with Bullet physics simulation speed...
May be a dumb question, but you're not doing any console output anywhere are you?
- Thu May 21, 2015 8:04 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Dynamic and static rigid bodies not colliding
- Replies: 5
- Views: 7366
Re: Dynamic and static rigid bodies not colliding
Have you tried the very simple case of one dynamic body and one static body and breakpointing the broadphase collision?
- Thu May 21, 2015 8:04 am
- Forum: General Bullet Physics Support and Feedback
- Topic: [SOLVED] Temporary attack hitboxes
- Replies: 11
- Views: 12605
Re: Temporary attack hitboxes
If you're using debug drawer you can include : DBG_DrawAabb in your draw mask .
If your project can be packaged up at all, i'd be happy to try and debug why you're getting those results.
If your project can be packaged up at all, i'd be happy to try and debug why you're getting those results.