Category : physics

I’m trying to create a Sphere to AABB collision detection method using GLM, where the AABB model is rotated 25 degrees on the x-axis. I’ve modified the collision detection found near the bottom of https://learnopengl.com/In-Practice/2D-Game/Collisions/Collision-detection in order to attempt to take in an offset value as the AABB center to account for the rotation however ..

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I am currently estimating position of a car using kalman filtering using GPS,magnetometer and wheel pulse rotation. I use magnetometer and wheel rotation pulse(for distance i know how much distance each pulse covers) to predict next position and i correct it using GPS data. So far so good. The problem is some car’s dont give ..

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I have m_dynamicsWorld with 1 static object and 1 dynamic. I trying control dynamic rigid body in bullet physics. I change position every frame while button pressed: btTransform t; t.setOrigin(btVector3(pos.x, pos.y, pos.z)); t.setRotation(btQuaternion(rot.x, rot.y, rot.z, rot.w)); rb->setWorldTransform(t); rb->getMotionState()->setWorldTransform(t); for (int i = m_dynamicsWorld->getNumCollisionObjects() – 1; i >= 0; –i) m_dynamicsWorld->getCollisionObjectArray()[i]->activate(true); // for all rb in ..

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I’am working with Madgwick algorithm. So I’ve a LSM6DSO32 sensor set at 208Hz data rate, I also set my Madgwick filter at 208Hz sample rate. But I have a delay between real angle and quaternion. I’ve found if I change betaDefdelay is reduced but Quaternion is unstable, how can I achieve a real time Quaternion ..

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