Search found 15 matches
- Tue Dec 08, 2015 2:30 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: [SOLVED]ContactTest with btCollisionObjects
- Replies: 3
- Views: 8274
Re: [SOLVED]ContactTest with btCollisionObjects
Solved, after the contact test I was deleting the object incorrectly which caused an unexpected situation.
- Tue Dec 08, 2015 12:52 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: [SOLVED]ContactTest with btCollisionObjects
- Replies: 3
- Views: 8274
Re: ContactTest with btCollisionObjects
No exception occurs, it just say that "The application has stopped working".xexuxjy wrote:Can you post some more of your setup code, and ideally your stacktrace on crashing?
- Mon Dec 07, 2015 4:15 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: [SOLVED]ContactTest with btCollisionObjects
- Replies: 3
- Views: 8274
[SOLVED]ContactTest with btCollisionObjects
Hello, I have tried using contactTest with collision objects and it didn't work as expected, it crashed my application on the second call whereas contactTest worked well with rigid bodies. Object Creation: btCollisionObject* col = new btCollisionObject(); col->setCollisionShape(shape); col->setColli...
- Fri Nov 06, 2015 5:39 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Deleting RigidBodies
- Replies: 2
- Views: 7176
Re: Deleting RigidBodies
Solved it, there was a mistake on my side related with structs.
- Fri Nov 06, 2015 4:27 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Deleting RigidBodies
- Replies: 2
- Views: 7176
Deleting RigidBodies
Hello, I have been trying deleting rigid bodies during simulation and it always crashes my application. I followed the below code. void destroyBodies(btDiscreteDynamicsWorld* dynamicsWorld, btRigidBody* body) { dynamicsWorld->removeRigidBody(body); delete body->getMotionState(); delete body; }
- Sat Oct 03, 2015 10:19 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Returning btGhostObject causes error.
- Replies: 1
- Views: 2821
Returning btGhostObject causes error.
Code: Select all
btGhostObject* test()
{
btGhostObject* ob = new btGhostObject();
return ob;
}
- Fri Jun 05, 2015 10:52 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Activation States not working
- Replies: 2
- Views: 3202
Re: Activation States not working
Fixed it.
For Deactivation:
For Activation:
For Deactivation:
Code: Select all
object->setActivationState(DISABLE_SIMULATION);
Code: Select all
object->forceActivationState(DISABLE_DEACTIVATION);
- Fri Jun 05, 2015 9:27 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Activation States not working
- Replies: 2
- Views: 3202
Activation States not working
Hello,
When I try to activate a deactivated body it still remains deactivated.
For deactivation:
For activation:
When I try to activate a deactivated body it still remains deactivated.
For deactivation:
Code: Select all
object->setActivationState(DISABLE_SIMULATION);
For activation:
Code: Select all
object->activate();
- Wed Jun 03, 2015 4:40 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet3 - query
- Replies: 0
- Views: 3250
Bullet3 - query
Hello,
As far as I know, Bullet3 resolves collision and handle rigid body dynamics through GPUs. My question is:
Is bullet3 fit for online games (server-sided) ?
I am asking this because some of the hosting services only care about RAMs and CPUs instead of GPUs.
Thank you
As far as I know, Bullet3 resolves collision and handle rigid body dynamics through GPUs. My question is:
Is bullet3 fit for online games (server-sided) ?
I am asking this because some of the hosting services only care about RAMs and CPUs instead of GPUs.
Thank you
- Thu May 21, 2015 4:54 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How to get Vertices of a compound shape ?
- Replies: 0
- Views: 3074
How to get Vertices of a compound shape ?
Hello,
My question is, How to get the vertices(or transformed vertices) of a compound shape ?
I have searched a lot but no luck.
Thank you.
My question is, How to get the vertices(or transformed vertices) of a compound shape ?
I have searched a lot but no luck.
Thank you.
- Mon May 18, 2015 6:16 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Spheres show strange behaviour.
- Replies: 6
- Views: 4558
Re: Spheres show strange behaviour.
I do not want them to stop while in air. By the way, can they be stable on land if friction is applied to them.
- Mon May 18, 2015 4:09 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Spheres show strange behaviour.
- Replies: 6
- Views: 4558
Re: Spheres show strange behaviour.
I set the linear and angular velocity to 0.0 and they are working as I wanted them to work. Thank you.
I'll look into the flags.
I'll look into the flags.
- Mon May 18, 2015 2:12 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Spheres show strange behaviour.
- Replies: 6
- Views: 4558
Re: Spheres show strange behaviour.
Use btRigidBody::setSleepingThresholds() to set the linear and angular velocity thresholds for "slow". Thank you for your reply. What values are fit for linear and angular velocities? EDIT: What is the difference between world gravity and rigid body gravity ? Does rigidbody gravity gets a...
- Mon May 18, 2015 8:35 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 ]
By the way, I have this problem too, after removing the body I can still get its position and rotation.
- Sun May 17, 2015 4:45 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Spheres show strange behaviour.
- Replies: 6
- Views: 4558
Spheres show strange behaviour.
Hello Bullet Physics Community, I am new to Bullet and as well as this forum, too. I am facing a major problem with the behaviour of spheres when colliding with each other in mid air. There are 2 spheres with their own gravity and restitution. When they fall, Sphere 1 collides with Sphere 2 and Sphe...