How can I decouple this from wavefront?
Starting with a simple btBvhTriangleMeshShape for example.
How can I use convex decomposition on this shape?
Currently the demo only shows the case where a wavefront object is loaded with a lot of data that is not present in the btBvhTriangleMeshShape.
Search found 65 matches
- Tue Jan 03, 2012 2:40 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Simple and Efficient Approximate Convex Decomposition
- Replies: 41
- Views: 119178
- Fri Dec 30, 2011 9:01 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Memory leak problem after applying "Internal Edge Utility"
- Replies: 1
- Views: 3962
Re: Memory leak problem after applying "Internal Edge Utilit
add
btTriangleInfoMap* triangleInfoMap;
as member in the header
and triangleInfoMap = new btTriangleInfoMap();
in the cpp, then delete it in the destructor.
btTriangleInfoMap* triangleInfoMap;
as member in the header
and triangleInfoMap = new btTriangleInfoMap();
in the cpp, then delete it in the destructor.
- Wed Dec 21, 2011 10:49 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Fixed
- Replies: 3
- Views: 5767
Re: Making Bullet Meshes Visible
Once you made objects of your meshes and put them in your collision world you can use the debug drawer that comes with bullet. It is present as interface under LinearMath -> btIDebugDraw The debug drawer has some basic drawing stuff in it (lines, spheres, triangle, aabb's etc) others you might need ...
- Mon Dec 05, 2011 4:33 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: New btInternalEdgeUtility has been added
- Replies: 92
- Views: 147659
Re: New btInternalEdgeUtility has been added
Hey, I've got the internal edge tool working (albeit it is still throwing out a lot of "normals not identical"). And I was wondering if the tool can be applied to a Compound shape of BvHTriangleMeshes. I've tried sparks old code from page 3 in this thread, but it won't work. It required a ...
- Fri Dec 02, 2011 8:52 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Convex Decomposition without wavefront?
- Replies: 4
- Views: 4295
Re: Convex Decomposition without wavefront?
And the above can be done with a simple btCollisionShape object? Because a btCollisionShape has no members to request all the information required to fill in the required members of a DecompDesc struct is there? I have trimeshes of "unknown" shape variety. ie: [arbitrary trimesh] -> {Black...
- Thu Dec 01, 2011 12:46 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Convex Decomposition without wavefront?
- Replies: 4
- Views: 4295
Re: Convex Decomposition without wavefront?
Guess its a great mystery?
- Fri Nov 18, 2011 3:30 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Convex Decomposition without wavefront?
- Replies: 4
- Views: 4295
Convex Decomposition without wavefront?
Hey all, I was wondering how I can perform convex decomposition on Bullet shapes. The demo is largely focused on wavefront stuff. It would be better to have the demo abstract away from that, and just use a bullet shape as starting point (and let the user decide how it gets the initial bullet shape)....
- Fri Nov 18, 2011 9:23 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Pre-Newbie questions
- Replies: 9
- Views: 7817
Re: Pre-Newbie questions
Once you extracted the zip you can do one of two things: in the bullet-2.79/msvc folder there are a couple of .bat files, assuming you know which visual studio version you have, you execute the appropriate .bat file (so if you have visual studio 2008 you execute vs2008.bat). a vs2008 folder is gener...
- Fri Nov 11, 2011 9:03 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Non-Raycast Vehicle
- Replies: 1
- Views: 2854
Re: Non-Raycast Vehicle
Check if the "bumps" you get are whenever the cylinders roll over a line (internal edge).
If they do, you have an internal edge problem, and have to use the internal edge util to fix it.
If they do, you have an internal edge problem, and have to use the internal edge util to fix it.
- Sat Nov 05, 2011 10:37 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: User-defined fracture patterns?
- Replies: 2
- Views: 5009
Re: User-defined fracture patterns?
Check out the fracture demo in 2.79. Usually it's a multibody system held together with constraints which break at certain tension. To create these multibody systems you can either compose the multibody system of rigid bodies yourself, or, if you want a "realistic" shatter, you can use vor...
- Fri Nov 04, 2011 1:45 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Sleeping objects coming alive when not hit
- Replies: 3
- Views: 4154
Re: Sleeping objects coming alive when not hit
dphil is correct, If an object would only come out of its sleep state on an actual collision it might be (in some cases) too late. If you are using collision isles (groups of collision objects) all the objects in a group wake up as soon as another object is detected within its bounding box. So the r...
- Wed Nov 02, 2011 2:09 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet wiki or documentation repo?
- Replies: 67
- Views: 105771
Re: Bullet wiki or documentation repo?
I consider documention to have failed in its purpose if I ever have to open a .cpp to figure out how to use an interface. Which is why the documentation in the headers should contain at the very least enough information to the user for him/her to be able to use it. And the indepth documentation in ...
- Mon Oct 31, 2011 7:39 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet wiki or documentation repo?
- Replies: 67
- Views: 105771
Re: Bullet wiki or documentation repo?
Back on the topic of documenting. Erwin, are the guidelines posted final? If not, would it be an idea to have a hybrid documentation style? This would allow for a 3-fold documentation, each at a separate level. headers -> general functionality and general usage source -> in-depth documentation to su...
- Mon Oct 31, 2011 7:06 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet development updates
- Replies: 15
- Views: 21012
Re: Bullet development updates
Wouldn't it be better to supply the additional doxygen commented parts as patch suggestions to Erwin? It should be fairly easy: 1. Get the SVN repo of Bullet (not the zip) 2. Make the comment/doxygen additions (trying to make them as extensive as might be needed) 3. Create an svn patch. 4. Post it u...
- Mon Oct 31, 2011 6:48 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btTriangleMeshShape to btTriangleShape (InternalEdges prob)
- Replies: 10
- Views: 8863
Re: btTriangleMeshShape to btTriangleShape (InternalEdges pr
Seemed to have fixed it and it's now getting through the callback.
Problem was a wrongly placed callback.
thanks for the help!
Problem was a wrongly placed callback.
thanks for the help!