Search found 11 matches
- Tue Apr 12, 2016 7:38 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Applied torque by angular motor?
- Replies: 4
- Views: 5794
Re: Applied torque by angular motor?
However, this still returns both the torque applied by the motor and other values, I think that corresponds to the hinge constraint itself
- Mon Apr 11, 2016 9:00 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Applied torque by angular motor?
- Replies: 4
- Views: 5794
Re: Applied torque by angular motor?
OK, I figured out that I actually need to instanciate the feedback and pass it to my constraint:
Code: Select all
auto fb = new btJointFeedback();
hinge->setJointFeedback(fb);
- Mon Apr 11, 2016 8:47 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Applied torque by angular motor?
- Replies: 4
- Views: 5794
Re: Applied torque by angular motor?
Actually, getJointFeedback returns always NULL, even when calling enableFeedback(true) on the hinge
Do I need to do something more?
Do I need to do something more?
- Sat Apr 09, 2016 10:32 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Applied torque by angular motor?
- Replies: 4
- Views: 5794
Applied torque by angular motor?
Hello,
When using Hinge constraint and enableAngularMotor, how can I know the torque that is applied by the motor?
Looks like getAppliedImpulse() is not what I want (for example, it returns non-0 values even if the motor is disabled)
Thank you
Gregwar
When using Hinge constraint and enableAngularMotor, how can I know the torque that is applied by the motor?
Looks like getAppliedImpulse() is not what I want (for example, it returns non-0 values even if the motor is disabled)
Thank you
Gregwar
- Sun Feb 28, 2016 2:21 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Strange behaviour (sliding without reason)
- Replies: 2
- Views: 4746
Strange behaviour (sliding without reason)
Hello, Here is a strange example: https://www.youtube.com/watch?v=jtXR9TKTbtI Do you have any idea what can cause this? Why is my body sliding on the ground? The ground is a box and the robot collisions are pure shapes (as shown in the video). How is it possible? Is there parameters I can tune to av...
- Mon Feb 01, 2016 8:25 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Inertia tensors and axes
- Replies: 1
- Views: 2753
Inertia tensors and axes
Hello, I am currently working on simulations using voxels to generate inertia tensors, com & mass What i'm currently doing is giving the center of mass of my part to bullet using default motion state and giving it ixx, iyy and izz using the sum of all voxels (i.e ixx is the sum of (y*y+z*z)*m) W...
- Mon Jan 04, 2016 4:04 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Friction: what is the unit?
- Replies: 5
- Views: 12323
Re: Friction: what is the unit?
OK, but what does this number mean? theoretically speaking max parallel force <= mu (that number) * perpendicular force. If you press down with 1N of force and the combined mu is 0.5, the maximum friction force will be 1N. Bullet friction is a bit off the theoretical mark due to approximations, but...
- Mon Jan 04, 2016 10:52 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Friction: what is the unit?
- Replies: 5
- Views: 12323
Re: Friction: what is the unit?
OK, but what does this number mean?
- Sat Jan 02, 2016 11:17 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Friction: what is the unit?
- Replies: 5
- Views: 12323
Friction: what is the unit?
Hello, In btRigidBodyConstructionInfo, we can specify a m_friction for objects. The only help in the doc is here: http://bulletphysics.org/Bullet/BulletFull/structbtRigidBody_1_1btRigidBodyConstructionInfo.html#a096d36f8308c4ca9b225d7c7ad43a0bf "best simulation results when friction is non-zero...
- Wed Dec 09, 2015 2:47 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Hardcoded "0.05" cone twist limit, why?
- Replies: 0
- Views: 3804
Hardcoded "0.05" cone twist limit, why?
Hello,
From btConeTwistConstraint.cpp:
if (m_swingSpan1 >= btScalar(0.05f))
Looks like using ConeTwistConstraint for smallest angles have no effects, why?
I would like to be able to simulate such small constraints, how should I do?
From btConeTwistConstraint.cpp:
if (m_swingSpan1 >= btScalar(0.05f))
Looks like using ConeTwistConstraint for smallest angles have no effects, why?
I would like to be able to simulate such small constraints, how should I do?
- Wed Nov 25, 2015 4:59 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Getting btHingeConstraint current impulse
- Replies: 0
- Views: 3613
Getting btHingeConstraint current impulse
Hello,
How can I get the motor related impulse of a btHingeConstraint?
It seems that getAppliedImpulse returns impulses even when disabling the motor
Thanks
How can I get the motor related impulse of a btHingeConstraint?
It seems that getAppliedImpulse returns impulses even when disabling the motor
Thanks