Search found 13 matches
- Thu Feb 04, 2016 3:28 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Hill-Type Muscle - Non linear spring
- Replies: 1
- Views: 3436
Re: Hill-Type Muscle - Non linear spring
I'm working on a similar thing. My current attempt is briefly described here, posted a few days ago: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&t=11022 It is not exactly the same as the hill-type muscle, but a variation described in this paper: http://www.livingcontrolsystems.com/i...
- Sun Jan 31, 2016 10:43 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Slider properties
- Replies: 15
- Views: 43846
Re: Slider properties
Do you need to restrict rotation of the bodies?
Or is it just wobbly?
Or is it just wobbly?
- Wed Jan 27, 2016 3:37 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Modeling a muscle with a spring and a slider
- Replies: 1
- Views: 4490
Re: Modeling a muscle with a spring and a slider
This is the current setup:
- Wed Jan 27, 2016 12:07 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Modeling a muscle with a spring and a slider
- Replies: 1
- Views: 4490
Modeling a muscle with a spring and a slider
I'm making a model of a simple muscle as a spring constraint and a slider constraint in series. I'll need more muscles, so I'm making a class that takes two bodies and pivots on them and puts a muscle in between. End result should have: bodyA - spring - slider - bodyB, with handles for spring length...
- Wed Jan 20, 2016 11:37 am
- Forum: General Bullet Physics Support and Feedback
- Topic: How to specify slider constraint axis
- Replies: 7
- Views: 10127
Re: How to specify slider constraint axis
Hi I would like to dynamically create an axis for a btSliderConstraint at runtime between two rigid bodies. I have two rigid bodies in world space, I take there centre of mass positions and subtract one from the other to generate the axis. I think I might have a similar case, let me know if it work...
- Tue Jan 12, 2016 6:11 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Simple example of bullet with a GUI + bouncing ball
- Replies: 4
- Views: 6626
Re: Simple example of bullet with a GUI + bouncing ball
Just use the default browser, and then change the code in one of the examples so that there is a single ball spawned. You can also look at the older code on the google code section that has fewer fancy things, but even that won't have an example that simple because it's nearly trivial. Could you pl...
- Fri Jan 08, 2016 2:38 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Simple example of bullet with a GUI + bouncing ball
- Replies: 4
- Views: 6626
Re: Simple example of bullet with a GUI + bouncing ball
Any luck with Glitter? I would appreciate the source code of the example. The ExampleBrowser seems pretty complicated to me, too.
Also, what GUI widget library might be used with glitter?
Also, what GUI widget library might be used with glitter?
- Fri Jan 08, 2016 11:47 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Getting world coordinates of vertices of a convex hull body
- Replies: 3
- Views: 6149
Re: Getting world coordinates of vertices of a convex hull b
Should be something like "centerOfMassTransform * point " for each point i. point is the location of the vertex relative to the center of mass of the object, and centerOfMassTransform is a quaternion representing the translation and rotation of the object at some point in time. Multiplying...
- Mon Jan 04, 2016 4:24 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Solving collisions and constraints, causes unwanted movement
- Replies: 3
- Views: 5325
Re: Solving collisions and constraints, causes unwanted move
Did you try a different constraint solver?
Maybe something like this would help:
I don't have a deep understanding of these things yet, but changing the solver and reducing simulation timestep seemed to have helped.
Maybe something like this would help:
Code: Select all
m_constraintSolver = new btMLCPSolver(new btDantzigSolver());
- Tue Nov 03, 2015 2:02 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Best way to simulate a gyro sensor?
- Replies: 7
- Views: 8833
Re: Best way to simulate a gyro sensor?
OK, this seems to work:
Code: Select all
btTransform trans;
body->getMotionState()->getWorldTransform(trans);
trans.setOrigin(btVector3(0, 0, 0));
btVector3 anglVel = trans.inverse() * body->getAngularVelocity();
- Mon Nov 02, 2015 1:16 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Best way to simulate a gyro sensor?
- Replies: 7
- Views: 8833
Re: Best way to simulate a gyro sensor?
Basroil, sorry if this is a very noob question, but how do I get angular velocity of a simulated body, in the same way a gyro gets the angular velocity of the body it is attached to? If I'm not mistaken, the getAngularVelocity() returns the rotation rate around 'global axes', while I would need some...
- Fri Oct 30, 2015 2:20 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Best way to simulate a gyro sensor?
- Replies: 7
- Views: 8833
Re: Best way to simulate a gyro sensor?
Thank you for the response. I'm quite a noob in this, so I'm not sure if those formulas apply for simulating something like this http://www.robotshop.com/en/sensors-gyroscopes.html ? I'm trying to make a balancing robot simulation. My first approach was to make a cart with 4 wheels, an inverted pend...
- Thu Oct 29, 2015 8:50 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Best way to simulate a gyro sensor?
- Replies: 7
- Views: 8833
Best way to simulate a gyro sensor?
Hi, I was wondering what would be the best way to simulate a gyroscope in Bullet. I would need it to be reusable, so I suppose they should have their own physics object, is that correct? Also, If getAngularVelocity gives rotation velocity around world axes, how do I get angular velocity of the body ...