Search found 42 matches

by S1L3nCe
Fri Apr 12, 2019 4:10 pm
Forum: General Bullet Physics Support and Feedback
Topic: Model Scaling
Replies: 10
Views: 306

Re: Model Scaling

You will scale values gived to Bullet so you will need to unscale values coming from Bullet to use them. The fastest way is to use methods like xxx_to_bullet and bulet_to_xxx With vector3, the first one will take a vector3 used in your project and will generate a btVector3 where the scale factor has...
by S1L3nCe
Tue Apr 09, 2019 12:47 pm
Forum: General Bullet Physics Support and Feedback
Topic: Model Scaling
Replies: 10
Views: 306

Re: Model Scaling

I'm not very aware on this subject anymore but I think this tutorial is still relevant.
by S1L3nCe
Tue Apr 09, 2019 9:06 am
Forum: General Bullet Physics Support and Feedback
Topic: Model Scaling
Replies: 10
Views: 306

Re: Model Scaling

Hi,

I don't know when the wiki will be back but you could still access some tutorials with this:
https://web.archive.org/web/20170706235 ... /Main_Page

Yours is in Various Tutorial Articles>Scaling The World :)
by S1L3nCe
Mon Jan 15, 2018 9:00 am
Forum: General Bullet Physics Support and Feedback
Topic: Custom Collision Filtering with Broadphase Callback (Bitmask)
Replies: 1
Views: 516

Re: Custom Collision Filtering with Broadphase Callback (Bitmask)

Even if there are 15 max different mask&group it allows a lot of combination as you can change mask&group of a body in run time. Otherwise: m_clientObject in btBroadphaseProxy is what you are looking for. It's probably the userPtr of the relevant btBody. (see btBroadphaseProxy constructor) You can s...
by S1L3nCe
Fri Sep 01, 2017 7:40 am
Forum: General Bullet Physics Support and Feedback
Topic: Best way to use collision mesh from a 3d model (.obj) file?
Replies: 1
Views: 1346

Re: Best way to use collision mesh from a 3d model (.obj) fi

Hi, As described here in Meshes section : http://bulletphysics.org/mediawiki-1.5.8/index.php/Collision_Shapes Best way for static mesh object is to use btBvhTriangleMeshShape (this is only for static object) For dynamic object, btConvexHullShap. And optionally btHeightfieldTerrainShape for your heig...
by S1L3nCe
Thu Aug 31, 2017 5:50 pm
Forum: General Bullet Physics Support and Feedback
Topic: AngularFactor == 0 but AngularVelocity != 0
Replies: 5
Views: 1926

Re: AngularFactor == 0 but AngularVelocity != 0

It's weird indeed. How much is the difference each steps ?

Otherwise, you can use the tick callback system to set 0 velocity to your body.
by S1L3nCe
Thu Aug 31, 2017 4:51 pm
Forum: General Bullet Physics Support and Feedback
Topic: AngularFactor == 0 but AngularVelocity != 0
Replies: 5
Views: 1926

Re: AngularFactor == 0 but AngularVelocity != 0

Hi,

You should use setAngularVelocity instead of setAngularFactor in order to reset your object angular velocity
by S1L3nCe
Fri Aug 25, 2017 6:33 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: character who react only with gravity
Replies: 1
Views: 1239

Re: character who react only with gravity

Please don't post Bullet support questions here, use http://www.bulletphysics.org/Bullet/phpBB3/viewforum.php?f=9 Otherwise, I don't know how Character is working but with RigidBody you can set a huge mass to your object. It'll be still concerned by gravity but not affected by collision with other o...
by S1L3nCe
Fri Aug 04, 2017 8:00 am
Forum: General Bullet Physics Support and Feedback
Topic: Friction between body and groundplane
Replies: 4
Views: 2040

Re: Friction between body and groundplane

Hi, The friction value that you set on a rigid body object in Bullet isn't a "real" physical property (and isn't what's normally called the coefficient of friction) - it's just subsequently used to derive a friction coefficient for the resulting contact. The friction coefficient for the contact, whe...
by S1L3nCe
Tue Aug 01, 2017 7:32 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: what is the unit of measure of setWalkDirection() ?
Replies: 2
Views: 1572

Re: what is the unit of measure of setWalkDirection() ?

Hi,

By default, Bullet assumes units to be in meters and time in seconds.

Edit: Please don't post Bullet support questions here, use http://www.bulletphysics.org/Bullet/php ... um.php?f=9
by S1L3nCe
Mon Jul 31, 2017 8:33 am
Forum: General Bullet Physics Support and Feedback
Topic: Collision Detection Not Working
Replies: 3
Views: 1323

Re: Collision Detection Not Working

Static objects don't have mass or inertia.

If collision between character and btBoxShape is working then it should be your wall creation or mesh exportation.
by S1L3nCe
Mon Jul 24, 2017 2:39 pm
Forum: General Bullet Physics Support and Feedback
Topic: Collision Detection Not Working
Replies: 3
Views: 1323

Re: Collision Detection Not Working

Hi,

Are you using collision filtering for your player and walls ?
Otherwise, do you have any kinematic bodies in your world ?
by S1L3nCe
Wed Jul 19, 2017 8:28 am
Forum: General Bullet Physics Support and Feedback
Topic: urdf or sdf model infinity plane
Replies: 2
Views: 1167

Re: urdf or sdf model infinity plane

Hi,

It's better to avoid use of big numbers like that.
btStaticPlaneShape is what you are looking for to create infinite static plane.
by S1L3nCe
Mon Jun 19, 2017 7:39 am
Forum: General Bullet Physics Support and Feedback
Topic: Error Overflow in AABB, object removed from simulation
Replies: 1
Views: 1011

Re: Error Overflow in AABB, object removed from simulation

Hi,

Seeing messages in the code makes me think it's important to report how you get the problem at the given email :)
It's certainly a hard-to-reproduct bug and asking questions with your bug report will be certainly your best chance.
by S1L3nCe
Mon Jun 19, 2017 7:31 am
Forum: General Bullet Physics Support and Feedback
Topic: check collision masks when colliding
Replies: 4
Views: 1583

Re: check collision masks when colliding

I remember having this issue when I tried to scaling my world. All was good except this kind of problem with collision. Otherwise it could be your draw who is smaller than real size. As cube vs Spaceship works well, a good way to know if problem come from Cactus shape could be to replace it with a b...