btContinuousDynamicsWorld disappeared

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razer
Posts: 82
Joined: Sun Apr 04, 2010 10:08 pm

btContinuousDynamicsWorld disappeared

Post by razer »

Is it removed from Bullet?

I have one fast moving object.
What is solution to avoid when it penetrates throw objects when it should not?
zarlox
Posts: 31
Joined: Tue Apr 26, 2011 5:52 pm

Re: btContinuousDynamicsWorld disappeared

Post by zarlox »

Yes i think the btContinuousDynamicsWorld was removed.

Now the proper way to deal with fast moving object is to use CCD (Continuous Collision Detection) on those objects. You use this with the normal btDiscreteDynamicsWorld.

http://bulletphysics.org/mediawiki-1.5. ... n_Clamping
razer
Posts: 82
Joined: Sun Apr 04, 2010 10:08 pm

Re: btContinuousDynamicsWorld disappeared

Post by razer »

Thank You!
But it does not work.

I set step rate in stepSimulation to 20 steps per second to make penetration more noticeable.

I have sphere that is fast moving object with radius 0.5

I set setCcdMotionThreshold to 0.5, 0.1 and 0.01 for that sphere
But sphere still avoids contact when visually it must contact.

If I set step rate to 200 steps per second then sphere works as I wish in 95% of cases.

bullet version 2.80

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I see solution to use btCollisionWorld::convexSweepTest

After every step I can test sphere path if that is crossed any object or not.
If it had crossed anything but bullet has not noticed
then move object back and disable this test for next steps to avoid locking.
Not sure if it will work.

I know how to move object to any location but I do not know how to tell bullet contact point.
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