I've integrated Bullet Collision Detection into a precise multibody solver. Highly accurate collision detection (non-realtime) is needed. For example, when a btBoxShape collides, the solver needs all four points in the first created manifold, not just the two points that I am seeing with btDefaultCollisionConfiguration. And, any manifold points with very small overlap should be accurate, particularly the normal vector direction between p1 and p2 of the two objects. Can someone/anyone here in the forum advise or point me to documentation on configuring for accuracy (without any consideration for computational speed), perhaps limited to a particular category of shapes? For reference, a snippet of the working code is as follows:
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configuration = new btDefaultCollisionConfiguration();
dispatcher = new btCollisionDispatcher(configuration);
broadphase = new btDbvtBroadphase();
world = new btCollisionWorld(dispatcher, broadphase, configuration);
-Doug