Search found 225 matches

by xexuxjy
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

Re: Triangle number as additional collision info

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;
by xexuxjy
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&...
by xexuxjy
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,
by xexuxjy
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 ...
by xexuxjy
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?
by xexuxjy
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.
by xexuxjy
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,...
by xexuxjy
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 ?
by xexuxjy
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?
by xexuxjy
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...
by xexuxjy
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.
by xexuxjy
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...
by xexuxjy
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?
by xexuxjy
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?
by xexuxjy
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.