Search found 82 matches
- Tue Jul 06, 2010 9:01 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Trying to compile bullet for android
- Replies: 11
- Views: 14175
Re: Trying to compile bullet for android
Android usually runs on ARM and does ARM has FPU ? May be some phones has FPU co-processor.
- Fri Jul 02, 2010 8:43 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Physics and sounds and effects
- Replies: 3
- Views: 6547
Re: Physics and sounds and effects
Thank You! it is basically what I did http://www.bulletphysics.org/mediawiki-1.5.8/index.php?title=Collision_Callbacks_and_Triggers#Contact_Callbacks As I understand that these callbacks might be called many times for 1 hit. So I can start playing many sounds concurrently and how to detect volume (e...
- Thu Jul 01, 2010 10:37 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Physics and sounds and effects
- Replies: 3
- Views: 6547
Physics and sounds and effects
When bodies bounce in game some audio effect must be played and visual effects like sparks must be generated. What is the best way to do that? I have defined and registered bool myContactAddedCallback(btManifoldPoint& cp, const btCollisionObject* colObj0,int partId0,int index0,const btCollisionO...
- Sun Jun 27, 2010 6:03 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: how to change initial location of vehicle in vehicle demo
- Replies: 4
- Views: 3461
- Mon Jun 21, 2010 8:38 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Optimized Build errors
- Replies: 1
- Views: 1608
Optimized Build errors
My project worked slow and I decided to look how will it work in optimized mode. I expected to see it working faster or at same speed. But I it looks like physics is completely corrupted. e.g. btActionInterface::updateAction is not called or some ray/convex test are not detecting collisions. In othe...
- Mon Jun 21, 2010 8:28 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Bug in btScalar btCompoundCollisionAlgorithm::calculateTimeO
- Replies: 0
- Views: 1436
Bug in btScalar btCompoundCollisionAlgorithm::calculateTimeO
Bullet 2.76 btCompoundCollisionAlgorithm.cpp btCompoundCollisionAlgorithm::calculateTimeO btScalar frac = m_childCollisionAlgorithms[i]->calculateTimeOfImpact(colObj,otherObj,dispatchInfo,resultOut); if (frac<hitFraction) { hitFraction = frac; } m_childCollisionAlgorithms was null so I replaced that...
- Wed Jun 16, 2010 9:14 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Where is code that resolves collisions?
- Replies: 12
- Views: 6345
Re: Where is code that resolves collisions?
What is a status of btContinuousDynamicsWorld?
Looks like it does what I want but it has some different "bugs" also.
Looks like it does what I want but it has some different "bugs" also.
- Tue Jun 15, 2010 3:56 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Where is code that resolves collisions?
- Replies: 12
- Views: 6345
Re: Where is code that resolves collisions?
I have not proceed far with code. SIMD code is harder to understand and I turned it off. But now I found that SIMD code works reliably/stable or at least differently. Is that possible? Does SIMD use different algorithm? ----- Back to previous my question with picture. It looks like I have to adjust ...
- Mon Jun 07, 2010 8:55 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Where is code that resolves collisions?
- Replies: 12
- Views: 6345
Re: Where is code that resolves collisions?
Could someone tell me how to find contact point of convex or triangle mesh? Like I showed in previous post. Thanks
- Fri May 21, 2010 4:27 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Where is code that resolves collisions?
- Replies: 12
- Views: 6345
Re: Where is code that resolves collisions?
I made a following sketch http://img339.imageshack.us/img339/3209/bulletphysics.th.jpg I wish to detect point where rigitBody (e.g. convex) touches static body. I make call collisionWorld->convexSweepTest() and I have defined my convexResultCallback. But collisionWorld returns contact point like on ...
- Thu May 20, 2010 11:04 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Where is code that resolves collisions?
- Replies: 12
- Views: 6345
Re: Where is code that resolves collisions?
Thank You! You helped me a lot!
Looks like I have to define m_normalWorldOnB for certain collisions. Right now it is defined by Gjk and I have to define custom class that will use Gjk and override normals for certain pairs of objects.
Looks like I have to define m_normalWorldOnB for certain collisions. Right now it is defined by Gjk and I have to define custom class that will use Gjk and override normals for certain pairs of objects.
- Tue May 18, 2010 10:56 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Where is code that resolves collisions?
- Replies: 12
- Views: 6345
Re: Where is code that resolves collisions?
Could someone point me at code which resolves collisions after they are detected by applying force or impulses or translating bodies?
- Fri May 14, 2010 5:28 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Where is code that resolves collisions?
- Replies: 12
- Views: 6345
Re: Where is code that resolves collisions?
Thanks. Yes. I can debug the code and I set break point and it was calling and applying the impulses I looked to be the place because it is applying impulse directed by contact normal. There are other similar calls but they reside in methods like "resolveSingleConstraintRowGeneric" I guess...
- Fri May 14, 2010 4:05 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Where is code that resolves collisions?
- Replies: 12
- Views: 6345
Re: Where is code that resolves collisions?
I have remmed these lines but it still work as before with no difference. //if (rb0) // m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdA].applyImpulse(solverConstraint.m_contactNormal*rb0->getInvMass(),solverConstraint.m_angularComponentA,solverConstraint.m_appliedImpulse); //if (rb1) // m_tmpSo...
- Fri May 14, 2010 3:52 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Where is code that resolves collisions?
- Replies: 12
- Views: 6345
Re: Where is code that resolves collisions?
I am learning void btSequentialImpulseConstraintSolver::convertContact(btPersistentManifold* manifold,const btContactSolverInfo& infoGlobal) Is that method resolves collisionsby applying following impulses? ///warm starting (or zero if disabled) if (infoGlobal.m_solverMode & SOLVER_USE_WARMS...