Search found 8 matches

by moeizle
Wed Jul 01, 2015 10:40 am
Forum: General Bullet Physics Support and Feedback
Topic: Dynamic Object Slides on a Static Object
Replies: 3
Views: 2154

Re: Dynamic Object Slides on a Static Object

I also tried using bulletshapes, like btshpereshape, it worked fine, the slidding stopped, i don't know why!! but i need to draw my own mesh, so i'm stuck with using btconvexhullshape or bttrianglemesh, and both do this wired slidding in the direction 'out of the screen' any help here will be really...
by moeizle
Tue Jun 30, 2015 2:35 pm
Forum: General Bullet Physics Support and Feedback
Topic: Dynamic Object Slides on a Static Object
Replies: 3
Views: 2154

Re: Dynamic Object Slides on a Static Object

I tried setting the 'restitution' to a non-zero value, but still that didn't work!.
by moeizle
Tue Jun 30, 2015 2:23 pm
Forum: General Bullet Physics Support and Feedback
Topic: Dynamic Object Slides on a Static Object
Replies: 3
Views: 2154

Dynamic Object Slides on a Static Object

Hello, I have a very simple world, where i have a ground object (static) with the collision shape of a cube mesh that the user provides, and another cube (dynamic), smaller than the ground cube, with the collision shape provided also by the user. I place the dynamic cube on top of the static one and...
by moeizle
Mon Jun 22, 2015 10:06 am
Forum: Applications, Games, Demos or Movies using Bullet
Topic: Influence of Kinematic Object
Replies: 1
Views: 5333

Influence of Kinematic Object

Hello, I wish to implement a chain of bodies, linked together by hinge constraints, such that if i move one body, the rest of the bodies move according to the movement and the body and the constraints. I want to give a transformation matrix of one part, and i want bullet to solve for the transformat...
by moeizle
Mon Jun 15, 2015 12:10 pm
Forum: Applications, Games, Demos or Movies using Bullet
Topic: Constrained Chain Transformation
Replies: 0
Views: 5132

Constrained Chain Transformation

hello, i implemented a chain of cubes in bullet, that is cubes attached together by joints such that this chain forms a closed circle, and i fix one of these cubes. I set up the world and the hingeconstraints between the cubes, and once i apply the gravity force, the objects move correctly. However,...
by moeizle
Tue Jan 06, 2015 7:33 am
Forum: General Bullet Physics Support and Feedback
Topic: Basic 3D Mesh Collision question
Replies: 4
Views: 2921

Re: Basic 3D Mesh Collision question

Thank you for your reply, i actually used to decompose the model into convex shapes and use btConvexHullShape, but the problem is that it seems that the order in which i insert the vertices to the btConvexHullShape matters, that is i get different collision results depending on the order i enter the...
by moeizle
Mon Jan 05, 2015 2:13 pm
Forum: General Bullet Physics Support and Feedback
Topic: Basic 3D Mesh Collision question
Replies: 4
Views: 2921

Re: Basic 3D Mesh Collision question

Thank you for your reply.

what other shape do you suggest i use? keeping in mind that the meshes are not necessarily convex.
by moeizle
Mon Jan 05, 2015 1:55 pm
Forum: General Bullet Physics Support and Feedback
Topic: Basic 3D Mesh Collision question
Replies: 4
Views: 2921

Basic 3D Mesh Collision question

Hello, I am new to bullet, and i wish to test for collision between a number of static models in my environment. I load multiple models and i use the code below to detect collision but for some reason when i test for the 'number of manifolds' its always zero even though the models are colliding. Am ...