I found that line in source code
///solve contact and other joint constraints
solveConstraints(getSolverInfo());
So solveConstraints also solves contacts
Search found 82 matches
- Fri May 14, 2010 3:31 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Where is code that resolves collisions?
- Replies: 12
- Views: 6353
- Fri May 14, 2010 10:32 am
- Forum: General Bullet Physics Support and Feedback
- Topic: A couple of raycast vehicle questions
- Replies: 1
- Views: 2275
Re: A couple of raycast vehicle questions
It uses springs model and simulate every 1/60 second.
So some time it compress springs to hard and it jumps.
There is no simple remedy if you wish to use vehicle that comes with bullet.
On high speed your car may fly throw ground or wall also.
So some time it compress springs to hard and it jumps.
There is no simple remedy if you wish to use vehicle that comes with bullet.
On high speed your car may fly throw ground or wall also.
- Thu May 13, 2010 11:35 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Where is code that resolves collisions?
- Replies: 12
- Views: 6353
Where is code that resolves collisions?
I wish to control directions where rigidBodies go after collision. How do I do that? I have already set btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK flag for some rigidBodies and defined void myContactAddedCallback(btManifoldPoint& cp, const btCollisionObject* colObj0,int partId0,int index0,co...
- Thu May 13, 2010 7:55 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: javascript port of bullet?
- Replies: 6
- Views: 7421
Re: javascript port of bullet?
GWT compiles Java to JavaScript. You could probably compile Java bullet port to javascript.
There is JavaScript port of Quake II already made by google
Quake -> Jake (java port) -> gwt compilation with WeGL -> Chrome with WebGL
http://code.google.com/p/quake2-gwt-port/
There is JavaScript port of Quake II already made by google
Quake -> Jake (java port) -> gwt compilation with WeGL -> Chrome with WebGL
http://code.google.com/p/quake2-gwt-port/
- Thu May 13, 2010 7:54 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: VehicleRaycaster and KinematicCharacterController
- Replies: 3
- Views: 2571
Re: VehicleRaycaster and KinematicCharacterController
There are severals ways described in manual. Groups are simplest way and you can define your own class that will do that. You will have to override btCollisionWorld::ConvexResultCallback or btCollisionWorld::RayResultCallback They are already overridden in btCollisionWorld. You may copy, rename, mod...
- Tue May 11, 2010 6:41 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: VehicleRaycaster and KinematicCharacterController
- Replies: 3
- Views: 2571
Re: VehicleRaycaster and KinematicCharacterController
Check bullet manual
Chapter 6 Collision Filtering page 20
Chapter 6 Collision Filtering page 20
- Tue May 11, 2010 6:15 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Racing Game, Car Characteristics Out of Control
- Replies: 1
- Views: 3483
Re: Racing Game, Car Characteristics Out of Control
I have unanswered topic about triangle mesh.
It does not work for me. Try to use convex instead.
Raycast vehicle simulates springs and will jump.
It does not work for me. Try to use convex instead.
Raycast vehicle simulates springs and will jump.
- Mon May 10, 2010 11:40 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Hooking collisions
- Replies: 1
- Views: 2033
Re: Hooking collisions
I have some progress implementing
btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK
btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK
- Thu May 06, 2010 11:45 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Hooking collisions
- Replies: 1
- Views: 2033
Hooking collisions
I wish to play sounds when things impacts.
How do I hook it?
I can detect when object velocity changes significantly but I think there must be a better way to do that.
Cheers
How do I hook it?
I can detect when object velocity changes significantly but I think there must be a better way to do that.
Cheers
- Fri Apr 30, 2010 4:29 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How to use user-defined triangle meshes (with inertia)
- Replies: 5
- Views: 4939
Re: How to use user-defined triangle meshes (with inertia)
You'll find you need to use a btGimpactTriangleMeshShape if you really want moving triangle mesh. Most games simplify triangle meshes, as the decision tree shows. Thank you very much! But I can not find btGimpactTriangleMeshShape in bullet-2.7.4. Do you mean btGimpactMeshShape? I can't find btGimpa...
- Thu Apr 29, 2010 11:16 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btGImpactTriangleMeshShape in 2.74
- Replies: 0
- Views: 1714
btGImpactTriangleMeshShape in 2.74
I have triangle mesh for moving body and I have to use btGImpactTriangleMeshShape but I can't find it.
I use bullet 2.74
Should I use different class?
I was googling and I have not found much information on btGImpactTriangleMeshShape.
Please, advise
Thanks
I use bullet 2.74
Should I use different class?
I was googling and I have not found much information on btGImpactTriangleMeshShape.
Please, advise
Thanks
- Thu Apr 22, 2010 11:05 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Low Torque on edge
- Replies: 9
- Views: 6912
Re: Low Torque on edge
Things that have small mass fall as fast as heavy. In free-falling due to gravity, yes you are correct. But in your case you have to rotate the object in order to fall off the edge of something. It is more difficult to rotate a massive object, not to mention that the moments of inertia go up with t...
- Thu Apr 22, 2010 11:02 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision checking - fast objects go throw other objects
- Replies: 2
- Views: 2714
Re: Collision checking - fast objects go throw other objects
Thanks but it will make my object fly 2 time faster only. If I wish to make it really fast then I will have to implement a following hack. When objects will move fast (one step distance larger then 20% of object size) then class implementing btActionInterface will check check collision for next step...
- Thu Apr 22, 2010 4:56 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Low Torque on edge
- Replies: 9
- Views: 6912
Re: Low Torque on edge
Things that have small mass fall as fast as heavy.
I set mass to 1 and there is no difference in bullet as well.
May be size make thing fall slower.
But it is unrealistically slow. when gravity is 10 and I set gravity 20 now.
May be bullet has some tuning or I should change some constant.
I set mass to 1 and there is no difference in bullet as well.
May be size make thing fall slower.
But it is unrealistically slow. when gravity is 10 and I set gravity 20 now.
May be bullet has some tuning or I should change some constant.
- Thu Apr 22, 2010 7:55 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision checking - fast objects go throw other objects
- Replies: 2
- Views: 2714
Collision checking - fast objects go throw other objects
Is it possible to set some flag to make bullet verify if there is anything between old potion and new position of rigidBody and avoid situation when fast moving body fly throw ground or wall.
Cheers
Cheers