I guess what you want is btMultiBodyConstraint::getAppliedImpulse(int dof). btMultiBody::getJointTorque(int i) is the external torque applied by the user.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.
Search found 46 matches
- Thu Jul 04, 2019 4:56 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Apply torque with JointMotor
- Replies: 5
- Views: 7204
Re: Apply torque with JointMotor
- 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: 2555
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.
- Mon Jun 03, 2019 4:07 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: [SOLVED] Collision callback and sphereshape
- Replies: 4
- Views: 4997
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 ...
- 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...
- Tue May 28, 2019 7:51 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: [SOLVED] Collision callback and sphereshape
- Replies: 4
- Views: 4997
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 ...
- 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...
- 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...
- Sun May 13, 2018 10:39 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btBvhTriangleMeshShape as dynamic object
- Replies: 1
- Views: 2255
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.
- 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: 4099
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...
- Thu Oct 19, 2017 7:31 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Making Bullet Deterministic
- Replies: 1
- Views: 4402
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...
- 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: 3319
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.
- 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...
- Mon Feb 13, 2012 12:30 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
I think you're looking for Motion States http://bulletphysics.org/mediawiki-1.5. ... tionStates
- Mon Feb 13, 2012 12:26 am
- Forum: General Bullet Physics Support and Feedback
- Topic: RayCastVehicle -> instantiate on ground
- Replies: 6
- Views: 5935
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.
- 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: 3833
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,...