Search found 2 matches
- Sun Apr 24, 2011 11:51 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision test without world transformation on insertion.
- Replies: 0
- Views: 2293
Collision test without world transformation on insertion.
Hi, I'm having a problem with a false collision test. This is how it goes: I've placed a breakpoint inside "myFilterCallback" where my logics tests if the following objects (object1 & object2) are overlapping. The code goes something like this: btCollisionObject object1; btCollisionObj...
- Mon Nov 08, 2010 2:00 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Is there anyway around quaternions for setting orientation?
- Replies: 2
- Views: 9880
Is there anyway around quaternions for setting orientation?
Hi there, I've just started to use bullet as my iPhone game's physics engine.. and its great! While I was integrating between the game's engine and bullet, I've noticed that the object's orientation is done with quaternions. My character's orientation is presented in two ways: - Directional vector +...