Search found 7 matches
- Mon Jan 29, 2007 6:02 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Probably a stupid question but...
- Replies: 1
- Views: 3713
- Fri Jan 05, 2007 8:07 am
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Bullet Physics Contest: Most Incredible Device wins PS3/Wii
- Replies: 88
- Views: 290720
- Thu Nov 09, 2006 8:46 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Sleeping/Waking callbacks
- Replies: 4
- Views: 11056
the btMotionState 'setWorldTransform' is only called for onWake, isn't that enough for a 'onWake' detection? It is sufficient. I would like to call functions that reset shadow caches and the like whenever an object is awaking, calling those more often is not that optimal. But you are right, I can t...
- Thu Nov 09, 2006 7:47 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Sleeping/Waking callbacks
- Replies: 4
- Views: 11056
Thanks for looking into this. PutToSleep is useful to me because there is a huge load on the simulation when loading a new world in game (stacked objects that are fine visually and need only to be active when they are subject to force other then gravity for example). What about the onWake/onSleep ca...
- Thu Nov 09, 2006 7:27 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Sleeping/Waking callbacks
- Replies: 4
- Views: 11056
Sleeping/Waking callbacks
Hi, I am looking for a way to manually put btRigidBodies manually to sleep but have not found anything in the docs. Did I miss it? Also I would like to set callbacks to be called when a btRigidBody wakes up and when it is beeing put to sleep by Bullet. I can leverage several optimizations in the gra...
- Tue Oct 31, 2006 1:47 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: stepSimulation
- Replies: 4
- Views: 6609
- Mon Oct 30, 2006 8:13 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: collision primitives without depth
- Replies: 1
- Views: 4046
collision primitives without depth
How would bullet treat collisions of shapes that have no depth (e.g. C4's plate primitive)?