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  • frankiezafe 18:50 on 2017-09-17 Permalink | Reply
    Tags: Bullet, , , ,   

    Not very sexy, but very useful: there are 2 new methods in the bullet wrapper that enables retrieval of an ordered list of the collisions along a ray.

    The job was super easy, thanks to the bullet lib consistency and documentation. The object to use is AllHitsRayResultCallback. Once processed, it returns a list of bodies touched by the given ray.

    The last part of the job was to order this list. The fastest way I thought of was to use an std::map, and use distances between the start of the ray and the hit point as keys. The nice thing with maps is that they are automatically sorted, if you use a native numeric key, such as floats.

    This map is then turned into an array of PBulletRay.

    In the code that use these methods, you can loop over the array, all objects are sorted from the closest (relatively to camera) to the farthest.

    Available in repo (not yet documented nor doxygened)

     
  • frankiezafe 22:28 on 2016-12-07 Permalink | Reply
    Tags: Bullet, , ,   

    selection_717

    Triggering sounds when there is a collision between 2 objects is now feasible with the code. A message is sent to pd with the name of the objet and a “contact” flag (left of the image).

    It has been a hell of a fight to get extract “useable” collisions information out the physical engine. There are 3 or 4 ways to listen to them and for each collision you get a LOT of data:

    • number of points
    • localisation of these points on each objet, in local and world cooridnates
    • impulse, frictions, etc

    And, obviously, all this happens for all objects currently colliding…

    The first version of the code will runs on friday evening. It is certainly not the final version. A more serious approach is on its way, but it was too complex (impossible) to finish for tonight.

    And, the sound design is close from 0 🙂

    Stay tune for more!

     
  • frankiezafe 18:53 on 2016-10-12 Permalink | Reply
    Tags: , Bullet, ,   

    Documentation about how to prepare meshes (structure, materials, etc.) usable by bullet in polymorph engine.

    >> https://bitbucket.org/polymorphteam/pe.2.0/wiki/blender-bullet-primitives

    The documentation of the project is not yet ready, as you might see if you surf a bit in the wiki…

    polymorph-physics-primitives-im

     
  • frankiezafe 19:12 on 2016-10-10 Permalink | Reply
    Tags: Bullet, ,   

    Precise object grabbing, require a bit of math, but it worst the headache!

    screenshot10102016_201040588

    screenshot10102016_201042270

    screenshot10102016_201052671

    screenshot10102016_201056003

    screenshot10102016_201058638

    screenshot10102016_201103237

     
  • frankiezafe 18:18 on 2016-10-09 Permalink | Reply
    Tags: Bullet, , ,   

    After some posts with images, schemas and long technical descriptions, here is the result.

    The chain is breaking when there’s too much stress along the links…

     
  • frankiezafe 17:22 on 2016-10-06 Permalink | Reply
    Tags: , Bullet,   

    Demo with of a chain using bullet:

    ogre-render-window_695

    ogre-render-window_696

    Meshes (displayable and physical) are desgned in #blender by @louise !

    anneau

    screenshot-from-2016-10-06-18-16-26

     
  • frankiezafe 14:55 on 2016-10-06 Permalink | Reply
    Tags: Bullet, ,   

    All bullet’s primitives are now available:

    • btBoxShape;
    • btSphereShape;
    • btCapsuleShape;
    • btCylinderShape;
    • & btConeShape.

    The link with blender is make easier via 2 python scripts ( see Two python scripts… ).

    A default fallback to convex hulls still has to be done.

    selection_694

     
  • frankiezafe 22:29 on 2016-10-04 Permalink | Reply
    Tags: Bullet, ,   

    Physical primitive of the day: the cylinder.
    Loaded from blender, of course.

    selection_626

     
  • frankiezafe 18:17 on 2016-10-03 Permalink | Reply
    Tags: , Bullet, , ,   

    How to prepare meshes and its physical version in blender usable in polymorph engine?

    How it’s looking like once done in the right way:

    For this mesh (a kind of quad pods not very well done):

    triball-screenshot01

    You can resume the shape with:

    • 4 boxes, surrounding the legs of the shape
    • and 4 spheres, surrounding the ends of each legs.

    To do so, design the collider using cubes and sphere (low resolution ones, i’ve used 10×5 just because it will look nicer in the screenshots :)).

    Attribute a different material to each part using this naming convention:

    • material for boxes starts with “box_”;
    • material for spheres starts with “sphere_”.

    The different colors of materials is just to make the screenshot clearer.

    triball-screenshot02

    Apply a triangulate modifier to ensure you don’t have any ngon in your meshes.

    Once all this is done, export the meshes using blender2ogre addon.

    The importation steps will be described in the full tutorial, with the complete documentation.

     
  • frankiezafe 18:18 on 2016-10-01 Permalink | Reply
    Tags: Bullet, ,   

    Bullet’s compound shapes wrapper for ogre.

    A tutorial on how to prepare your meshes is being written and will soon be completed > https://bitbucket.org/polymorphteam/pe.2.0/wiki/bullet-compound

    hollowed-engine00

    hollowed-engine01

     
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