Search found 15 matches
- Mon May 11, 2015 4:34 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How do I properly use a TriangleIndexVertexArray?
- Replies: 4
- Views: 6669
Re: How do I properly use a TriangleIndexVertexArray?
Hello ! Actually somewhere there was a post about this. But I will post it once more: numTriangles: number of triangles triangleIndexBase: the array of vertex indices that makes up the triangles triangleIndexStride: the number of bytes to skip in the vertex indices array to go from the start of one...
- Sun May 10, 2015 10:42 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How do I properly use a TriangleIndexVertexArray?
- Replies: 4
- Views: 6669
How do I properly use a TriangleIndexVertexArray?
I'm trying to use JBullet to make a TriangleIndexVertexArray. TriangleIndexVertexArray trSh = new TriangleIndexVertexArray(mod.faces.size(), inBuf, 4 * 3, mod.vertices.size(), veBuf, 4 * 3); However, when I try to add this to a BvhTriangleMeshShape, it throws an IndexOutOfBoundsException, on this li...
- Sun May 10, 2015 9:23 am
- Forum: General Bullet Physics Support and Feedback
- Topic: [Solved] adding rigid body to dynamics world
- Replies: 8
- Views: 8359
Re: HOW DOES TRAINGLE MESH TO CONVEXHULL WORK? ( HELP )!!!!
Wouldn't you just get all the vertices of the triangle mesh, and make a ConvexHullShape with them?johnsonalpha wrote:I now how to make a convex hull but i dont understand how to convert a bttrainglemesh to a dynamic convex hull
- Sat May 09, 2015 2:20 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: [Solved] adding rigid body to dynamics world
- Replies: 8
- Views: 8359
Re: HOW DOES TRAINGLE MESH TO CONVEXHULL WORK? ( HELP )!!!!
I only use JBullet, so the code I supply will be useless to you - Sorry about that. A ConvexHullShape simply takes all vertices of the model and makes a convex hull out of them. In JBullet, the code would be ConvexHullShape shape = new ConvexHullShape(ARRAYLIST_OF_VERTICES) In other words, all you n...
- Tue May 05, 2015 5:58 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: What "speed" does JBullet move objects at?
- Replies: 0
- Views: 2971
What "speed" does JBullet move objects at?
Hi. I have got a server and a client, and since the client movement can be a bit jumpy or laggy, I would like to create a predictive client. The problem is that only the server uses JBullet - The client does not. I am not sure what "speed" JBullet moves objects at. I simply pass the TimeSt...
- Mon Apr 27, 2015 4:38 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Cannot set Transform for RigidBody?
- Replies: 1
- Views: 3517
Cannot set Transform for RigidBody?
Hi, I'm trying to directly set an object's yaw, but directly setting the Transform does not seem to be working. Transform worldTr = new Transform(); worldTr = body.getWorldTransform(worldTr); Quat4f quatr = new Quat4f(); quatr = worldTr.getRotation(quatr); QuaternionUtil.setEuler(quatr, 0, 0, rotati...
- Fri Apr 24, 2015 1:52 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How can I rotate an object's velocity?
- Replies: 3
- Views: 3919
Re: How can I rotate an object's velocity?
Directly setting the velocity IS how you change it. I don't see how that "overwrites the collision" as you put it. If you want to constantly reorient the velocity according to the direction of the ship I would suggest implementing an Action that does just that and then give the action to ...
- Tue Apr 21, 2015 9:50 am
- Forum: General Bullet Physics Support and Feedback
- Topic: How can I rotate an object's velocity?
- Replies: 3
- Views: 3919
How can I rotate an object's velocity?
I would have put a more descriptive title, but the title space is a bit small. I am developing a ship fighting game, and I would like to move my ship (a RigidBody) around. This works - However, when my ship changes rotation, the RigidBody simply keeps the velocity. If this, say, is the original velo...
- Thu Jul 31, 2014 10:11 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision callback always returns true!!
- Replies: 16
- Views: 19704
Re: Collision callback always returns true!!
However, my hit variable in the code converted to java is always returning true! Is anyone able to tell me what I am doing wrong and how I can fix it? Thanks. As a sidenote, the JBullet code is on a server, and not a client. Well, from that code if there are contact points you are almost guaranteed...
- Mon Apr 28, 2014 6:45 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision callback always returns true!!
- Replies: 16
- Views: 19704
Re: Collision callback always returns true!!
Hey I admit I only skimmed your thread. I'm not overly interested in java implementations. But you can admit you didn't research the answer to the Orwell question for 4 months. I can to a certain extent. I did google it a few times, but spent less than 2 minutes on each attempt. I have to agree tha...
- Mon Apr 28, 2014 6:30 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision callback always returns true!!
- Replies: 16
- Views: 19704
Re: Collision callback always returns true!!
Well this is clearly off topic, but I'm not sure you have any high ground to stand on if it took you 4 months to find out the title of Orwell's most famous book (besides possibly Animal Farm). Where is your ground? It says "Type in george oswell's famous book (a number)". Since your reply...
- Mon Apr 28, 2014 6:23 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision callback always returns true!!
- Replies: 16
- Views: 19704
Re: Collision callback always returns true!!
Please read the thread and all the replies before commenting. Trust me, I did. I guess you missed this? As it happens, it was mainly that george oswell thing which I could not find, because the question was asking about how many books he wrote and the answer was a year.... (unless he wrote almost 2...
- Mon Apr 28, 2014 6:17 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision callback always returns true!!
- Replies: 16
- Views: 19704
Re: Collision callback always returns true!!
(Been wanting support for a while but taken me 4+ months find the answer to the questions so I can register) Wait, it took you 4 months to find out that the opposite of concave is convex? Please read the thread and all the replies before commenting. Anyway, I was fed up of bullet, I went for my own...
- Wed Apr 23, 2014 3:20 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision callback always returns true!!
- Replies: 16
- Views: 19704
Re: Collision callback always returns true!!
Hi, I am coding a server for a ship game (Been wanting support for a while but taken me 4+ months find the answer to the questions so I can register), and have decided to use JBullet as my library. I was wondering why you decided to use JBullet. Making such port has probably been interesting but in...
- Wed Apr 23, 2014 9:53 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision callback always returns true!!
- Replies: 16
- Views: 19704
Collision callback always returns true!!
Hi, I am coding a server for a ship game (Been wanting support for a while but taken me 4+ months find the answer to the questions so I can register), and have decided to use JBullet as my library. Since JBullet has no help forum, I am hoping that I can get help here. My problem is that the collisio...