You may find these links helpful. They are not Bullet-specific though.
http://www.opengl-tutorial.org/intermed ... aternions/
http://gamedev.stackexchange.com/questi ... quaternion
Search found 96 matches
- Thu Oct 10, 2019 4:55 am
- Forum: PyBullet Support and Feedback
- Topic: How to convert rotation matrix to quaternion in PyBullet
- Replies: 2
- Views: 12874
- Thu Oct 10, 2019 2:00 am
- Forum: PyBullet Support and Feedback
- Topic: Intrinsic Matrix for simulated camera
- Replies: 3
- Views: 11696
Re: Intrinsic Matrix for simulated camera
I studied coordinate conversion model coordinate --> world coordinate --> view coordinate --> projected coordinate. ... from here: https://solarianprogrammer.com/2013/05/22/opengl-101-matrices-projection-view-model/ If you get projected coordinate, then multiply it by screen resolution, you will get...
- Mon Jul 29, 2019 5:19 am
- Forum: General Bullet Physics Support and Feedback
- Topic: New to bullet, can't get VS to generate & build?
- Replies: 1
- Views: 5772
Re: New to bullet, can't get VS to generate & build?
Try this :- Solution Explorer > select all Bullet projects > Properties > (don't forget to select "All Configurations") > Configuration Properties > General > Platform Toolset > select "v141". Or just retarget Bullet projects. I believe it is right-click -> retarget. By the way, ...
- Mon Jul 15, 2019 9:37 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Heap Corruption?
- Replies: 4
- Views: 7608
Re: Heap Corruption?
Thank for sharing. It is interesting discovery.
Did you use WinDbg?
Did you use WinDbg?
- Sun Jul 07, 2019 6:41 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Question in Bullet source code.
- Replies: 3
- Views: 8038
Re: Question in Bullet source code.
(necro this old thread) I am curious, so I begin to dig into the source (https://github.com/bulletphysics/bullet3/blob/master/src/BulletCollision/CollisionDispatch/btBoxBoxDetector.cpp). First, it uses separation theorem. Then, it selects the direction (in separation theorem) that yield the least ov...
- Mon Jun 10, 2019 4:13 am
- Forum: General Bullet Physics Support and Feedback
- Topic: How to detect collision for an animated deforming mesh?
- Replies: 5
- Views: 8859
Re: How to detect collision for an animated deforming mesh?
What is multiple keyframed RigidBodies? You can change shape of the rabbit rigidbody (e.g. every 10 timesteps). For example, when it is jumping, two legs may be pop out a lot from the main body. ➨ create an approximate compound shape "A" When it is sitting, two legs may embed into the mai...
- Wed Mar 27, 2019 11:05 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Strange Behaviour in Release Only
- Replies: 6
- Views: 11554
Re: Strange Behaviour in Release Only
probably uninitialized value in some fields of btTransform
In C++, a variable that is not assigned to any value will usually be = 0, but only in debug mode.
In release mode, it will usually be an ugly random value.
In C++, a variable that is not assigned to any value will usually be = 0, but only in debug mode.
In release mode, it will usually be an ugly random value.
- Fri Jul 20, 2018 10:58 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Is there a lower limit for velocity in Bullet?
- Replies: 4
- Views: 8582
Re: Is there a lower limit for velocity in Bullet?
You're welcome. XD
I call this for every body every time-step.
I call this for every body every time-step.
Code: Select all
btRigidBody->activate();
- Thu Jul 19, 2018 3:04 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Is there a lower limit for velocity in Bullet?
- Replies: 4
- Views: 8582
Re: Is there a lower limit for velocity in Bullet?
Body is automatically deactivated if its speed size is too small.
http://www.bulletphysics.org/mediawiki- ... ion_States
(I may insert some code snippet later)
http://www.bulletphysics.org/mediawiki- ... ion_States
(I may insert some code snippet later)
- Mon Jul 09, 2018 7:17 am
- Forum: General Bullet Physics Support and Feedback
- Topic: When building URDF models, which visualizer do you use?
- Replies: 4
- Views: 10896
Re: When building URDF models, which visualizer do you use?
I have just known URDF from your post.
After some search, I found a Blender's addon https://github.com/dfki-ric/phobos.
From skimming, it looks good and its development is still active. ( but I have never used it yet )
After some search, I found a Blender's addon https://github.com/dfki-ric/phobos.
From skimming, it looks good and its development is still active. ( but I have never used it yet )
- Sat Jun 30, 2018 1:34 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Using btTriangleShape objects as btCompoundShape children (C++)
- Replies: 2
- Views: 5335
Re: Using btTriangleShape objects as btCompoundShape children (C++)
This line ...... tetrahedralShape0->addChildShape(btTransform(), triangle0); "btTransform()" <----- No initialization constructor is called! Please "setIdentity ()" before you use it. Reference: http://bulletphysics.org/Bullet/BulletFull/classbtTransform.html By the way, I don't ...
- Thu May 10, 2018 2:54 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Detection of child shape indices in a collision for a compound shape
- Replies: 6
- Views: 9001
Re: Detection of child shape indices in a collision for a compound shape
^ Because of the uninitialized value, I have to remember type of the shape in my own code. Great answer, drleviathan! ... It is also consistent with what I noticed. To reply OP's email, yes, I believe query the "index" is the best way. It is probably the only way. AFAIK, Bullet's API doesn...
- Sun Apr 29, 2018 2:18 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Minimalist game loop with tunneling
- Replies: 12
- Views: 19258
Re: Minimalist game loop with tunneling
I am out of idea.
I have never faced such problem for the built-in btBoxShape.
Perhaps, it is limitation of btBvhTriangleMeshShape or its margin.
(more info about margin) https://www.youtube.com/watch?v=BGAwRKPlpCw
I have never faced such problem for the built-in btBoxShape.
Perhaps, it is limitation of btBvhTriangleMeshShape or its margin.
(more info about margin) https://www.youtube.com/watch?v=BGAwRKPlpCw
- Fri Apr 06, 2018 2:12 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btBvhTriangleMeshShape tunneling
- Replies: 9
- Views: 16471
Re: btBvhTriangleMeshShape tunneling
I believe it is very fast, but not sure if it is too fast.
I just noticed that, at some time-steps, it looks like stack of box simulation.
Try to enable "SOLVER_RANDMIZE_ORDER". (http://bulletphysics.org/mediawiki-1.5. ... SolverInfo)
I am curious if it helps.
I just noticed that, at some time-steps, it looks like stack of box simulation.
Try to enable "SOLVER_RANDMIZE_ORDER". (http://bulletphysics.org/mediawiki-1.5. ... SolverInfo)
I am curious if it helps.
- Thu Apr 05, 2018 2:08 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btBvhTriangleMeshShape tunneling
- Replies: 9
- Views: 16471
Re: btBvhTriangleMeshShape tunneling
(I will avoid to repeat what drleviathan already mentioned.) Hmm... I feel that the dropping boxs move quite fast. I am curious. How much are their max speed? There is a rumor that the middle parameter of stepSimulation() should be 1. (https://stackoverflow.com/a/21273467) I didn't verify it, but I ...