Search found 13 matches

by aviator
Sun Apr 16, 2017 4:48 pm
Forum: General Bullet Physics Support and Feedback
Topic: CPU multithreading is working!
Replies: 145
Views: 59042

Re: CPU multithreading is working!

No it isn't that simple. Bullet 2.x is single-threaded by default and does not have it's own threading system (task manager/job manager). However, you can use Cmake to configure the Bullet 2.x core libraries (LinearMath, BulletCollision, BulletDynamics) to have certain operations be threadsafe. In ...
by aviator
Sat Apr 15, 2017 2:51 pm
Forum: General Bullet Physics Support and Feedback
Topic: Scalling Bullet physics
Replies: 2
Views: 2089

Re: Scalling Bullet physics

I have further Bullet to my game engine. Actually, I am using rotation and translation it works well.conversely now, I want to set of scales my geometry.I am using: btWorldTransform.setOrigin(origin); btWorldTransform.setRotation(rotation); to set arrangement of bullet body straight Now, if I put t...
by aviator
Sun Mar 27, 2016 1:34 pm
Forum: General Bullet Physics Support and Feedback
Topic: Rotation of a rigidbody
Replies: 2
Views: 1229

Re: Rotation of a rigidbody

Hi everyone, i'm new (noob) using bullet and i have this problem. i've been tried to rotate an object but it seems not working. this is my code: btScalar yaw; btScalar pitch; btScalar roll; double const pi=3.14159; pitch=angle*(pi/180); btTransform trans; btQuaternion quat; quat.setEuler(yaw,pitch,...
by aviator
Sat May 23, 2015 5:16 pm
Forum: General Bullet Physics Support and Feedback
Topic: Weird btCompoundshape problem... :( [ HELP ]
Replies: 2
Views: 1124

Re: Weird btCompoundshape problem... :( [ HELP ]

To add a little bit more information for my previous post: All offset matrices should be always calculated at programs start up/initialize method, also the local transformation matrix should be build. So to calculate the offset-matrix for the child shape we do this: void initialize() { Child shape o...
by aviator
Fri May 22, 2015 5:09 pm
Forum: General Bullet Physics Support and Feedback
Topic: Dynamic and static rigid bodies not colliding
Replies: 5
Views: 1843

Re: Dynamic and static rigid bodies not colliding

Hi all, this is the first time I'm using Bullet so I apologize if I've missed anything important and please let me know if that's the case. Now to the issue. I can't get dynamic rigid bodies and static rigid bodies to collide. Only dynamic rigid bodies will collide however. I’ve setup a btConvexHul...
by aviator
Fri May 22, 2015 5:00 pm
Forum: General Bullet Physics Support and Feedback
Topic: Weird btCompoundshape problem... :( [ HELP ]
Replies: 2
Views: 1124

Re: Weird btCompoundshape problem... :( [ HELP ]

this is my code so far what im trying to do is get the compound shapes child transforms to update but it doesn't work... im not sure what to put g1->updateChildTransform(z, /* what transform from what goes here i tried g1->getChildTransform(z) but it doesn't move at all when i do that */ ); for (in...
by aviator
Mon May 18, 2015 1:48 pm
Forum: General Bullet Physics Support and Feedback
Topic: How do I properly use a TriangleIndexVertexArray?
Replies: 4
Views: 1912

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...
by aviator
Mon May 18, 2015 11:42 am
Forum: General Bullet Physics Support and Feedback
Topic: std::vector wont delete btRigidBody!!! [ HELP ]
Replies: 3
Views: 1098

Re: std::vector wont delete btRigidBody!!! [ HELP ]

this is my code so far i basically want to delete the btrigidbodies from the dynamics world and clean my scene this is my code so far // hold objects in vector std::vector<btRigidBody*> bodies; btRigidBody* fallRigidBody = new btRigidBody(fallRigidBodyCI); bodies.push_back(fallRigidBody); //to be e...
by aviator
Mon May 11, 2015 12:39 pm
Forum: General Bullet Physics Support and Feedback
Topic: [Solved] adding rigid body to dynamics world
Replies: 8
Views: 2216

Re: HOW DOES TRAINGLE MESH TO CONVEXHULL WORK? ( HELP )!!!!

Yeah but im not sure how to do that! :( This worked for me: btScalar mass = 5.0f; btVector3 fallInertia(0, 0, 0); btCollisionShape* testShape = NULL; btTriangleMesh* tempTrimeshShape = new btTriangleMesh(); //Add triangles btVector3 vertex0; btVector3 vertex1; btVector3 vertex2; tempTrimeshShape->a...
by aviator
Mon May 11, 2015 9:02 am
Forum: General Bullet Physics Support and Feedback
Topic: How do I properly use a TriangleIndexVertexArray?
Replies: 4
Views: 1912

Re: 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 l...
by aviator
Thu May 07, 2015 9:08 am
Forum: General Bullet Physics Support and Feedback
Topic: [Solved] raycasting bullet vehicle
Replies: 8
Views: 2119

Re: Does anyone now how to use btConvexHullShape???!!! ( HEL

johnsonalpha wrote:Is dynamicsWorld->addBody(body) the same as dynamicsWorld->addRigidBody(body)?
Ohh man you really need to learn Bullet more :)
He meant dynamicsWorld->addRigidBody(rBody).
by aviator
Tue May 05, 2015 11:04 am
Forum: General Bullet Physics Support and Feedback
Topic: Cannot set Transform for RigidBody?
Replies: 1
Views: 1157

Re: 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, rotat...
by aviator
Thu Apr 02, 2015 5:33 pm
Forum: General Bullet Physics Support and Feedback
Topic: Need help with bullet contact triggers
Replies: 8
Views: 3958

Re: Need help with bullet contact triggers

Hopefully this post will be useful. unresolved external symbol "bool (__cdecl* TEXEngine::Core::gContactAddedCallback)(class btManifoldPoint &,class btCollisionObject const *,int,int,class btCollisionObject const *,int,int)" This is exactly like the demo... This error could be caused by quite simple...