Search found 225 matches

by xexuxjy
Thu Feb 23, 2012 2:12 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet crash with debug viewer in debugDrawWorld()
Replies: 4
Views: 5777

Re: Bullet crash with debug viewer in debugDrawWorld()

clutching at straws, but have you checked that m_debugDraw is a valid pointer at that point? It's interesting that the code above that line uses getDebugDraw() rather then m_debugDraw directly.
by xexuxjy
Tue Feb 07, 2012 8:57 am
Forum: General Bullet Physics Support and Feedback
Topic: Trouble understanding collision groups
Replies: 2
Views: 3804

Re: Trouble understanding collision groups

I believe you'll have to specifically set the :

short int m_collisionFilterGroup;
short int m_collisionFilterMask;

values on your callback as by default they're set to :

m_collisionFilterGroup(btBroadphaseProxy::DefaultFilter),
m_collisionFilterMask(btBroadphaseProxy::AllFilter)
by xexuxjy
Tue Jan 24, 2012 8:47 pm
Forum: General Bullet Physics Support and Feedback
Topic: Contact point changes depending on height
Replies: 18
Views: 16310

Re: Contact point changes depending on height

I added some further logging to your demo just so I could see what the manifoldpoint data was as your force data was quite variable as you mentioned. I then ran a couple of different scenarios (different timesteps , ccd enabled or disabled) and got the following results which look pretty consistent ...
by xexuxjy
Tue Jan 24, 2012 11:53 am
Forum: General Bullet Physics Support and Feedback
Topic: Contact point changes depending on height
Replies: 18
Views: 16310

Re: Contact point changes depending on height

I know you will have other shapes later , but can you try it with a simple SphereShape first? this would help to isolate where the discrepancies are.
by xexuxjy
Tue Jan 17, 2012 8:23 pm
Forum: General Bullet Physics Support and Feedback
Topic: Contact point changes depending on height
Replies: 18
Views: 16310

Re: Contact point changes depending on height

Can't see anything particularly wrong with what you've got. Though as there are external dependenices I can't run your example. You said you're using a sphere to test, have you tried using a sphere shape to simplify things first? replace btBvhTriangleMeshShape* triMeshShape = new btBvhTriangleMeshSh...
by xexuxjy
Tue Jan 17, 2012 1:38 pm
Forum: General Bullet Physics Support and Feedback
Topic: Contact point changes depending on height
Replies: 18
Views: 16310

Re: Contact point changes depending on height

Sorry I'm at work so can't actually run this stuff through and see what happens, but do you get consistent results if you use the standard discrete collision detection? Also what size are your objects? could you post your demo code to make it easier to re-create?

Thanks.
by xexuxjy
Tue Jan 17, 2012 11:33 am
Forum: General Bullet Physics Support and Feedback
Topic: Contact point changes depending on height
Replies: 18
Views: 16310

Re: Contact point changes depending on height

What sort of variation are you getting (and what height values are you using) ? if you're dropping from a different height it's possible that it will have higher velocity and may penetrate further before being pushed back out again.
by xexuxjy
Tue Dec 20, 2011 10:31 am
Forum: General Bullet Physics Support and Feedback
Topic: Rigid body deactivation time threshold
Replies: 1
Views: 2981

Re: Rigid body deactivation time threshold

If you look at the use of gDisableDeactivation in DemoApplication.cpp as an example you can see how to override that value, a similar approach can be taken for gDeactivationTime
by xexuxjy
Tue Dec 20, 2011 10:07 am
Forum: General Bullet Physics Support and Feedback
Topic: Java port of Bullet
Replies: 125
Views: 1199976

Re: Java port of Bullet

If you've built the JBullet.jar via ant then that should be in dist/jbullet.jar . If you add this to your project libraries, and then in order & export make sure that jbullet.jar is above the JBullet/src folder then it should correctly pick up the instrumented version.
by xexuxjy
Mon Dec 05, 2011 1:23 pm
Forum: General Bullet Physics Support and Feedback
Topic: [SOLVED]Raycasting nondynamic rigid bodies of CompoundShapes
Replies: 5
Views: 7085

Re: Raycasting non-dynamic rigid bodies of compound-shapes

Not sure it will help, but there are a couple of #defs in btCollisionWorld.cpp

//#define DISABLE_DBVT_COMPOUNDSHAPE_RAYCAST_ACCELERATION
//#define USE_BRUTEFORCE_RAYBROADPHASE 1

that might be worth enabling/disabling and see if you get the same issue?
by xexuxjy
Mon Sep 19, 2011 9:16 am
Forum: General Bullet Physics Support and Feedback
Topic: Manifolds overgrowing
Replies: 4
Views: 3770

Re: Manifolds overgrowing

Out of interest was it the wrapped version of Bullet or the pure c# version (BulletXNA) ? thanks
by xexuxjy
Tue Aug 23, 2011 11:08 am
Forum: General Bullet Physics Support and Feedback
Topic: Anyone Bullet Sharp & Irrlicht Lime?
Replies: 6
Views: 6164

Re: Anyone Bullet Sharp & Irrlicht Lime?

Sorry, looks like I was getting confused with the XNA functions for that. Looking at Andres' checked in code (Matrix.h) it seems like you need : static Matrix RotationQuaternion( Quaternion rotation ); to generate the rotation matrix from the quaternion. static Matrix Translation( Vector3 amount ); ...
by xexuxjy
Mon Aug 22, 2011 12:34 pm
Forum: General Bullet Physics Support and Feedback
Topic: Anyone Bullet Sharp & Irrlicht Lime?
Replies: 6
Views: 6164

Re: Anyone Bullet Sharp & Irrlicht Lime?

Yup, it is Matrix. For your example :

BulletSharp.Matrix m = BulletSharp.Matrix.CreateFromQuaternion(new New BulletSharp.Quaternion(0,0,0,1));
m.Translation = New BulletSharp.Vector3(0, 50, 0);

or something like that :)
by xexuxjy
Wed Aug 17, 2011 10:35 am
Forum: General Bullet Physics Support and Feedback
Topic: Multithreading
Replies: 3
Views: 3886

Re: Multithreading

Yes it does,

Have a look at the MultiThreadedDemo in the Demos directory to see how to setup a parallel constraint solver etc.
by xexuxjy
Mon Aug 15, 2011 9:59 am
Forum: General Bullet Physics Support and Feedback
Topic: Simulation run time and bodies' velocities in freefall
Replies: 3
Views: 3321

Re: Simulation run time and bodies' velocities in freefall

The step simulation call takes in a time delta for each call (and an option fixed time step (default 60Hz)) . This is what Bullet will use to progress the simulation, so yes in your example below you're simulating a run time of 100 * (1/60) but are doing it it in .004s. Having it run at a fixed rate...