Search found 13 matches
- Sun Apr 16, 2017 4:48 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: CPU multithreading is working!
- Replies: 145
- Views: 1290642
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 ...
- Sat Apr 15, 2017 2:51 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Scalling Bullet physics
- Replies: 2
- Views: 5749
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...
- Sun Mar 27, 2016 1:34 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Rotation of a rigidbody
- Replies: 2
- Views: 3590
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,...
- Sat May 23, 2015 5:16 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Weird btCompoundshape problem... :( [ HELP ]
- Replies: 2
- Views: 4267
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...
- 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: 7367
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...
- Fri May 22, 2015 5:00 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Weird btCompoundshape problem... :( [ HELP ]
- Replies: 2
- Views: 4267
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...
- 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: 6661
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...
- Mon May 18, 2015 11:42 am
- Forum: General Bullet Physics Support and Feedback
- Topic: std::vector wont delete btRigidBody!!! [ HELP ]
- Replies: 3
- Views: 4585
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...
- 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: 8358
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...
- 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: 6661
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...
- Thu May 07, 2015 9:08 am
- Forum: General Bullet Physics Support and Feedback
- Topic: [Solved] raycasting bullet vehicle
- Replies: 8
- Views: 9279
Re: Does anyone now how to use btConvexHullShape???!!! ( HEL
Ohh man you really need to learn Bullet morejohnsonalpha wrote:Is dynamicsWorld->addBody(body) the same as dynamicsWorld->addRigidBody(body)?
He meant dynamicsWorld->addRigidBody(rBody).
- Tue May 05, 2015 11:04 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Cannot set Transform for RigidBody?
- Replies: 1
- Views: 3517
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...
- Thu Apr 02, 2015 5:33 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Need help with bullet contact triggers
- Replies: 8
- Views: 12904
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 b...