## Search found 7 matches

Tue Oct 16, 2018 3:48 pm
Forum: General Bullet Physics Support and Feedback
Topic: Strange behavior of rigid bodies (video) C++
Replies: 7
Views: 1832

### Re: Strange behavior of rigid bodies (video) C++

Looks like your multiplication order is the wrong way round Thank you very much! this code m_worldMatrix = m_translateMatrix * m_rotationMatrix[0] * m_rotationMatrix[1] * m_rotationMatrix[2]; i replaced with m_worldMatrix = m_rotationMatrix[0] * m_rotationMatrix[1] * m_rotationMatrix[2]; m_worldMat...
Tue Oct 16, 2018 2:48 pm
Forum: General Bullet Physics Support and Feedback
Topic: Strange behavior of rigid bodies (video) C++
Replies: 7
Views: 1832

### Re: Strange behavior of rigid bodies (video) C++

You didn't respond to my suggestion to check your maths. The best ways to do that are to 1. Look at it and check that your code matches what you wrote down on paper 2. Feed it simple input, and check that the output is what you expect. In this case, the output of your maths is a rendered object, an...
Mon Oct 15, 2018 1:30 pm
Forum: General Bullet Physics Support and Feedback
Topic: Strange behavior of rigid bodies (video) C++
Replies: 7
Views: 1832

### Re: Strange behavior of rigid bodies (video) C++

Can anybody help?
Sat Oct 13, 2018 5:29 pm
Forum: General Bullet Physics Support and Feedback
Topic: Strange behavior of rigid bodies (video) C++
Replies: 7
Views: 1832

### Re: Strange behavior of rigid bodies (video) C++

Just from the video - it looks like you're rendering your shapes offset (a long way) sideways from the actual physical objects. That would explain why initially they look OK when they fall - the real stack would be some distance to the side. But when the objects start falling and rotating, your ren...
Fri Oct 12, 2018 11:00 am
Forum: General Bullet Physics Support and Feedback
Topic: Strange behavior of rigid bodies (video) C++
Replies: 7
Views: 1832

### Strange behavior of rigid bodies (video) C++

Hi! I've already had similar problem, but it's new, and i don't know why... You can see it in the video https://youtu.be/IYQTlWocjcQ . I have some structure: there is class Model3D which has only it's vertices and indices. Than, i have class WorldObject3D, which has the reference to Model3D instance...
Sun Oct 07, 2018 3:18 pm
Forum: General Bullet Physics Support and Feedback
Topic: Strange behavior of rigid bodies (video) C++
Replies: 2
Views: 1085

### Re: Strange behavior of rigid bodies (video) C++

Erwin Coumans wrote:
Sun Oct 07, 2018 2:01 pm
getRotation returns a quaternion, not Euler angles. There are functions to convert quat to eul.
Thank you, it works.
Sun Oct 07, 2018 12:27 pm
Forum: General Bullet Physics Support and Feedback
Topic: Strange behavior of rigid bodies (video) C++
Replies: 2
Views: 1085

### Strange behavior of rigid bodies (video) C++

Hi! I'm writing a game engine with DirectX 11 and now i've implemented bullet physics into it. I have an issue with all shapes (spheres, boxes, convexHulls, etc)... You can see the problem in video attached. https://youtu.be/KFW0jgunfDc Here boxes are btBoxShape's and the plane has btStaticPlaneShap...