Search found 15 matches
- 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 ...
- 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...
- 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.
- 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
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
- 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.
- 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.
- 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...
- 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.
- 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) )
- 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);
- 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
- Mon Mar 19, 2007 11:25 pm
- Forum: Release Announcements
- Topic: Bullet 2.47 released, small constraint solver optimizations
- Replies: 3
- Views: 13732
- 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.
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.
- 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 ...
- 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?