Multithreaded bullet + moving a ghostobject = WTF

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Granyte
Posts: 77
Joined: Tue Dec 27, 2011 11:51 am

Multithreaded bullet + moving a ghostobject = WTF

Post by Granyte »

Trying to move a ghost object to the position of a rigidbody seem create a preatty wierd result when using multithreaded bullet.
Look at this video.
http://www.youtube.com/watch?v=svdpP1Z9 ... e=youtu.be
Basicaly every spinning object is linked to a rigidbody and a ghostobject and when i try to move the ghostobject to the rigidbody position the rigidbody goes spinning around out of control.

I looked at all my code and i boiled this down to these 3 lines of codes when i disable them the problem goes away but when they are enable i get this issue.
Also this issue does not apear when using single threaded bullet.

Code: Select all

btTransform newtransform = ghostObject->getWorldTransform();
		newtransform.setOrigin(myRigidBody->getCenterOfMassPosition());
		ghostObject->setWorldTransform(newtransform);
Granyte
Posts: 77
Joined: Tue Dec 27, 2011 11:51 am

Re: Multithreaded bullet + moving a ghostobject = WTF

Post by Granyte »

Anyone experimented with the issue? or was able to replicate it?
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Yann
Posts: 52
Joined: Wed Sep 28, 2011 8:36 am
Location: France
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Re: Multithreaded bullet + moving a ghostobject = WTF

Post by Yann »

What is your platform ?
In my own experience, Bullet multithread does not seems to work properly on windows 64bit platforms...
Granyte
Posts: 77
Joined: Tue Dec 27, 2011 11:51 am

Re: Multithreaded bullet + moving a ghostobject = WTF

Post by Granyte »

that might just be my issue yes i'm running bullet on windows 7 64 bits
Granyte
Posts: 77
Joined: Tue Dec 27, 2011 11:51 am

Re: Multithreaded bullet + moving a ghostobject = WTF

Post by Granyte »

Any one fixed this or found a work around?
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