Search found 15 matches

by Hamstray
Tue Aug 11, 2009 10:47 am
Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
Topic: Possibly not the easiest CG question ever? Rotmat
Replies: 1
Views: 6157

Re: Possibly not the easiest CG question ever? Rotmat

norm the result by dividing by the last component (unless it's zero). it is generally easier to work with normed matrices which have sc = 1. the skew part sort of makes things difficult otherwise all your elements stay normed. i for one like to distinguish between elements with the last component 0 ...
by Hamstray
Mon Sep 01, 2008 10:38 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet on GPU
Replies: 129
Views: 1290856

Re: Bullet on GPU

Just a quick question: why bother doing physics on the GPU? It is the bottleneck with doing all the fancy drawing and shading of much less objects than the physics can handle. The average GPU is a GMA anyways...
by Hamstray
Thu Feb 28, 2008 8:10 pm
Forum: General Bullet Physics Support and Feedback
Topic: btTransform getRotation Bug?
Replies: 6
Views: 6660

Re: btTransform getRotation Bug?

btTransform stores rotation information as a 3x3matrix internally (which also covers scaling). Hence you lose part of the rotation information when converting to it. It can't tell the difference between 0 and 360 degrees of rotation.
by Hamstray
Thu Jan 24, 2008 3:20 pm
Forum: General Bullet Physics Support and Feedback
Topic: Joint between 2 objects made by btcompoundShape !
Replies: 3
Views: 4965

Re: Joint between 2 objects made by btcompoundShape !

oh ok, what you need to do is add a btTypedConstraint,
see src/BulletDynamics/ConstraintSolver/ to find out what types of constraints are available,
also check out some of the sample code such as the constraint demo
by Hamstray
Thu Jan 24, 2008 12:25 pm
Forum: General Bullet Physics Support and Feedback
Topic: Joint between 2 objects made by btcompoundShape !
Replies: 3
Views: 4965

Re: Joint between 2 objects made by btcompoundShape !

objects in a compound shape are fixed together statically. you can not specify any degrees of freedom.
by Hamstray
Wed Jan 16, 2008 9:58 pm
Forum: General Bullet Physics Support and Feedback
Topic: How to fix two rigidbodies ?
Replies: 9
Views: 8964

Re: How to fix two rigidbodies ?

Well, probably it is stable enough for only 2 objects. I haven't tested that. However if you have several bodies linked together (such as in a skeleton) the constraints seem to give in.
by Hamstray
Sat Jan 12, 2008 2:20 pm
Forum: General Bullet Physics Support and Feedback
Topic: How to fix two rigidbodies ?
Replies: 9
Views: 8964

Re: How to fix two rigidbodies ?

you add the sub shapes with the addChildShape function. void btCompoundShape::addChildShape(const btTransform& localTransform,btCollisionShape* shape); (keep in mind that you have to take care of allocation/deallocation of the child shapes yourself) The origin of your compound shape should be it...
by Hamstray
Mon Jan 07, 2008 11:37 pm
Forum: General Bullet Physics Support and Feedback
Topic: How to fix two rigidbodies ?
Replies: 9
Views: 8964

Re: How to fix two rigidbodies ?

Usually by placing both shapes into a compound shape. Constraints are currently not stable enough.
by Hamstray
Sun Nov 25, 2007 6:07 pm
Forum: General Bullet Physics Support and Feedback
Topic: Character collision with bullet (impossible right now?)
Replies: 7
Views: 8386

Re: Character collision with bullet (impossible right now?)

shouldn't that be

Code: Select all

rigidBody->setLinearVelocity( **as above** + rigidBody->getLinearVelocity().y() * Vector(0, 1, 0) )
by Hamstray
Wed Nov 14, 2007 6:58 pm
Forum: General Bullet Physics Support and Feedback
Topic: Creating "Sensors"
Replies: 1
Views: 2922

Re: Creating "Sensors"

setCollisionFlags(btCollisionObject::CF_NO_CONTACT_RESPONSE);
by Hamstray
Sun May 13, 2007 12:19 pm
Forum: General Bullet Physics Support and Feedback
Topic: Building Bullet 2.50b lib and demo with Xcode in OS X 10.4.9
Replies: 1
Views: 3493

uhm, what's wrong with simply using cmake? (the way i do it)
by Hamstray
Mon Mar 19, 2007 11:25 pm
Forum: Release Announcements
Topic: Bullet 2.47 released, small constraint solver optimizations
Replies: 3
Views: 13732

is it just me or did setAngularFactor(0.0) become ineffective?
by Hamstray
Mon Mar 05, 2007 11:10 pm
Forum: General Bullet Physics Support and Feedback
Topic: wrong cast?
Replies: 1
Views: 3881

wrong cast?

in void btDiscreteDynamicsWorld::updateAabbs()

there is a cast btSimpleBroadphase* bp = (btSimpleBroadphase*)m_broadphasePairCache;

but i don't think it's safe to cast m_broadphasePairCache into a btSimpleBroadphase since it can be a btAxisSweep3.
by Hamstray
Wed Jan 24, 2007 10:13 pm
Forum: General Bullet Physics Support and Feedback
Topic: discontinous constraints
Replies: 3
Views: 10892

discontinous constraints

I have a simple chain of objects connected via btPoint2PointConstraint or btHingeConstraints. There is a static object on one end and a large mass on the other. The problem is I want to increase the stiffness of the constraints so that it doesn't stretch apart when the forces of of both ends are to ...
by Hamstray
Thu Jan 11, 2007 7:58 pm
Forum: General Bullet Physics Support and Feedback
Topic: rotating a rigid body
Replies: 0
Views: 3631

rotating a rigid body

What is the most effective way of applying a rotation (as part of an animation sequence) to a rigid body representing an armature?