Search found 10 matches
- Wed Nov 29, 2017 4:05 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision with large terrain
- Replies: 3
- Views: 4746
Re: Collision with large terrain
I'm struggle with terrain collision :cry: According to the manual: Collision Shapes Is it a moving object? ---No---->Is it a 2D heightfield? ---Yes---> btHeightfieldTerrainShape But I see that many people recommend using triangle mesh (I guess it's btBvhTriangleMeshShape), so Is it because btHeightf...
- Tue Nov 28, 2017 4:14 am
- Forum: General Bullet Physics Support and Feedback
- Topic: "Real-Time Physics Simulation Forum ⢠", pls move, I can't c
- Replies: 3
- Views: 4997
"Real-Time Physics Simulation Forum • ", pls move, I can't c
Please move the phrase "Real-Time Physics Simulation Forum • View topic" behind the topic name. This phrase is blocking the topic name when one google. Allow me to demonstrate :lol: https://imgur.com/zTAqAg4 (image link in case tag image broken: https://imgur.com/zTAqAg4) I see that Ogre d...
- Mon Nov 27, 2017 2:24 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Set direction for physic entity
- Replies: 1
- Views: 3062
Set direction for physic entity
Currently, here is my steps to set direction for physic entity: 1. Entity A go to point B, thus the direction vector is vector AB. 2. Convert direction (vector AB) to angle to rotate rigid body of Entity A. 3. Rotate rigid body of Entity A. And here is how I rotate rigid body btRigidBody* body; btQu...
- Fri Nov 24, 2017 3:15 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Kinematic character controller
- Replies: 4
- Views: 9643
Re: Kinematic character controller
It's been a year, I wonder if it works now. I see this test for the kinematic controller For now only a simple test that it initializes correctly. I try it anyway I initialize the controller //Members btRigidBody* m_pTommyRigid; btCollisionShape* m_pTommyShape; /*Controller for Tommy*/ btPairCaching...
- Thu Oct 12, 2017 1:34 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Cant build bullet with USE_MSVC_RUNTIME_LIBRARY_DLL falg.
- Replies: 8
- Views: 14463
Re: Cant build bullet with USE_MSVC_RUNTIME_LIBRARY_DLL falg
Why not use a second build folder for the examples where you don't set USE_MSVC_RUNTIME_LIBRARY_DLL? That could be a solution, thanks :) Anyway, after I think again, If the only project which builds fail is Example Browser, then it's not so bad, because the important thing is the Examples, I can st...
- Thu Oct 12, 2017 1:26 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Should I replace std::vector with btAlignedObjectArray?
- Replies: 2
- Views: 3099
Re: Should I replace std::vector with btAlignedObjectArray?
The reason Bullet uses btAlignedObjectArray is right there in that comment you found: to avoid portability issues and to support SIMD/SSE data . SIMD data blocks (128 bits) must be 16-byte aligned, otherwise the optimized instructions won't work. If you want to make an array of btVector3 , btTransf...
- Wed Oct 11, 2017 12:34 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Cant build bullet with USE_MSVC_RUNTIME_LIBRARY_DLL falg.
- Replies: 8
- Views: 14463
Re: Cant build bullet with USE_MSVC_RUNTIME_LIBRARY_DLL falg
Only the example browser fails since it's an exe and can't be linked to the DLL runtime. The rest of the library should build fine. Probably the CMake script should be changed to not build the examples if USE_MSVC_RUNTIME_LIBRARY_DLL is set. I wonder when will this bug is officially fixed. Now the ...
- Wed Oct 11, 2017 5:28 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Move the ball in Bullet's Hello World example
- Replies: 2
- Views: 3094
Re: Move the ball in Bullet's Hello World example
You should be doing somthing this: btTransform transform = object->getWorldTransform(); btVector3 position = transform.getOrigin(); transform.setOrigin(position + btVector3(0, 50, 0)); object->setWorldTransform(transform) I think translate will make the object move more 'physically like'. And I jus...
- Wed Oct 11, 2017 5:15 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Should I replace std::vector with btAlignedObjectArray?
- Replies: 2
- Views: 3099
Should I replace std::vector with btAlignedObjectArray?
I see description of btAlignedObjectArray class .\bullet3\src\LinearMath\btAlignedObjectArray.h The btAlignedObjectArray template class uses a subset of the stl::vector interface for its methods It is developed to replace stl::vector to avoid portability issues, including STL alignment issues to add...
- Wed Oct 11, 2017 4:55 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Move the ball in Bullet's Hello World example
- Replies: 2
- Views: 3094
Move the ball in Bullet's Hello World example
I'm studying Hello World example (commit e36b7e0 on Mar 14) of Bullet. I see that I can only move the ball when the ball is falling with this code: btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[1];/*0 is the ground, 1 is the ball*/ btRigidBody* body = btRigidBody::upcast(obj); ...