Search found 46 matches

by xissburg
Thu Jul 04, 2019 4:56 pm
Forum: General Bullet Physics Support and Feedback
Topic: Apply torque with JointMotor
Replies: 5
Views: 7197

Re: Apply torque with JointMotor

usamarafiq93 wrote: Wed Jul 03, 2019 3:21 pm Hi,
I have been trying to measure the applied torque through getJointTorque (int dof) and its returning zero.
I guess what you want is btMultiBodyConstraint::getAppliedImpulse(int dof). btMultiBody::getJointTorque(int i) is the external torque applied by the user.
by xissburg
Thu Jul 04, 2019 4:37 pm
Forum: General Bullet Physics Support and Feedback
Topic: What's the best way to pin a rigid body to another rigid body?
Replies: 1
Views: 2553

Re: What's the best way to pin a rigid body to another rigid body?

I think using a kinematic object makes more sense. You could animate it in object space and then multiply its transform by the capsule's transform to calculate the final state of the hit box object.
by xissburg
Mon Jun 03, 2019 4:07 pm
Forum: General Bullet Physics Support and Feedback
Topic: [SOLVED] Collision callback and sphereshape
Replies: 4
Views: 4985

Re: Collision callback and sphereshape

Is the callback invoked at least once or never? Does it happen in single collision and also in resting contact? You have to look at the point where the callback is called by Bullet which is in btPersistentManifold.cpp btPersistentManifold::refreshContactPoints. It only gets called if the contact is ...
by xissburg
Tue May 28, 2019 8:18 pm
Forum: General Bullet Physics Support and Feedback
Topic: Slider Constraint wobbling on second axis - video attached
Replies: 8
Views: 5899

Re: Slider Constraint wobbling on second axis - video attached

I will definitely check it out! Do you know if maybe there is a better way to create robot arm type links rather than using constraints? Constraints are what you gotta use to "constrain" the motion of one object to another. Are you using btMultiBody (Featherstone method)? If not check out...
by xissburg
Tue May 28, 2019 7:51 pm
Forum: General Bullet Physics Support and Feedback
Topic: [SOLVED] Collision callback and sphereshape
Replies: 4
Views: 4985

Re: Collision callback and sphereshape

Where's your contact callback code? Are you using gContactAddedCallback? If so, you have to set a collision flag like this newBody->setCollisionFlags(newBody->getCollisionFlags()|btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK); You should look into btManifoldResult::addContactPoint to see the logic ...
by xissburg
Tue May 28, 2019 7:40 pm
Forum: General Bullet Physics Support and Feedback
Topic: Slider Constraint wobbling on second axis - video attached
Replies: 8
Views: 5899

Re: Slider Constraint wobbling on second axis - video attached

It seems like the weight had something to do with it alright. The horizontal arm is 100x heavier than the vertical arm and this had definitely made an impact. You should look up the issue there is with large "mass ratios" in Sequential Impulses. The relative mass between interacting objec...
by xissburg
Mon May 27, 2019 4:22 pm
Forum: General Bullet Physics Support and Feedback
Topic: Slider Constraint wobbling on second axis - video attached
Replies: 8
Views: 5899

Re: Slider Constraint wobbling on second axis - video attached

First thing I'd check are the dimensions and mass of your objects. You gotta make sure they're realistic in size and weight and preferably using metric units. If you're using very large or very small numbers or if you have significant discrepancy in size or mass among the interacting objects, you mi...
by xissburg
Sun May 13, 2018 10:39 pm
Forum: General Bullet Physics Support and Feedback
Topic: btBvhTriangleMeshShape as dynamic object
Replies: 1
Views: 2250

Re: btBvhTriangleMeshShape as dynamic object

btBvhTriangleMeshShape cannot be used as a dynamic object. You should use a btCompoundShape for more complex objects, where you simply combine a bunch of convex shapes to get a concave shape.
by xissburg
Fri Nov 17, 2017 3:35 am
Forum: General Bullet Physics Support and Feedback
Topic: Best way to implement a motor on one body?
Replies: 2
Views: 4085

Re: Best way to implement a motor on one body?

1. Does this approach make sense? I guess. You should get similar behavior using a capsule shape with a very low center of mass (use a compound shape to displace the center of mass). 2. What's the best way to implement the motor? I see that the 6DOF constraint has motor control members: can I implem...
by xissburg
Thu Oct 19, 2017 7:31 pm
Forum: General Bullet Physics Support and Feedback
Topic: Making Bullet Deterministic
Replies: 1
Views: 4387

Re: Making Bullet Deterministic

You could also try disabling islands: mDynamicsWorld->getSimulationIslandManager()->setSplitIslands(false); SOLVER_RANDMIZE_ORDER should be disabled by default so the order of the constraints in the solver shouldn't be randomized, though, they can be indirectly randomized when contact points are not...
by xissburg
Tue Aug 22, 2017 6:13 pm
Forum: General Bullet Physics Support and Feedback
Topic: How to make the hinge motor work at fixed speed?
Replies: 1
Views: 3305

Re: How to make the hinge motor work at fixed speed?

In enableAngularMotor you pass the maximum impulse in the last/3rd parameter. Set it to a high number or SIMD_INFINITY.
by xissburg
Tue Feb 14, 2012 4:05 am
Forum: General Bullet Physics Support and Feedback
Topic: Don't know how to render based on bullet coords
Replies: 3
Views: 4094

Re: Don't know how to render based on bullet coords

Please read the manual and look into the examples. "To implement one, simply inherit btMotionState and override getWorldTransform and setWorldTransform." "Bullet calls setWorldTransform with the transform of the body, for you to update your object appropriately." The Ogre3d examp...
by xissburg
Mon Feb 13, 2012 12:26 am
Forum: General Bullet Physics Support and Feedback
Topic: RayCastVehicle -> instantiate on ground
Replies: 6
Views: 5921

Re: RayCastVehicle -> instantiate on ground

You could start your simulation but not render it. Wait for it to stabilize and then present it to the user. It's like, the stabilization task is part of the scene loading task.
by xissburg
Mon Mar 01, 2010 7:11 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Solids collision response theories [?]
Replies: 2
Views: 3832

Re: Solids collision response theories [?]

Oh well, I mean...I would like to know more about analytical methods to compute collision response forces/impulses for deformable solids, specially finite element solids. I'd like to know about articles which present the state of the art of this. And also if possible, as I said in the previous post,...