Search found 32 matches
- Thu Apr 10, 2008 12:33 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Different kind of reactions with different kind of objects
- Replies: 11
- Views: 14276
Re: Different kind of reactions with different kind of objects
Alex -- thank you for the suggestion. As it turned out, your idea plus the 2D matrix turned out to be the perfect solution. My custom needsResponse method now looks like this (simplified): bool CustomCollisionDispatcher::needsResponse( btCollisionObject *body0, btCollisionObject *body1 ){ Actor* act...
- Wed Apr 09, 2008 8:23 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Different kind of reactions with different kind of objects
- Replies: 11
- Views: 14276
Re: Different kind of reactions with different kind of objects
I implemented a simply 2D matrix with bitwise integers for filtering and that worked fine -- no need to subclass or do custom implementations of any bullet code. However, what we need is a bit more complex, and in pursuing it I noticed something interesting: We need to be able to tell when two objec...
- Sat Apr 05, 2008 7:31 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: activation states
- Replies: 1
- Views: 2673
activation states
what do the different activation options do for btCollisionObject? I'm looking at DISABLE_SIMULATION and I'm not sure what it's for.
- Wed Mar 05, 2008 8:31 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Translational Constraint
- Replies: 5
- Views: 7223
Re: Translational Constraint
We're having trouble getting this up and running... we need to constrain an actor to the XY plane like he's doing. We have two blocks of code, as follows: The first section simply creates a fixed position rigidBody to act as the constraint anchor: // Set up constraint fixed body btDefaultMotionState...
- Wed Mar 05, 2008 3:00 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Inelastic collisions
- Replies: 4
- Views: 4073
Re: Inelastic collisions
Of course. Just tried it, and there appears to be no change in the "bounciness" of the object with restitution at 0 or 1. Are there other properties we need to take into consideration that might be overriding it?
- Wed Mar 05, 2008 2:33 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Different kind of reactions with different kind of objects
- Replies: 11
- Views: 14276
Re: Different kind of reactions with different kind of objects
So, for example: how would you use this mask and filter to cause an object (a character for example) to interact with some dynamic objects but not others? I notice there are enumerated flags to represent dynamic, kinematic, and static objects. If you had a game where you wanted all the rockets to co...
- Wed Mar 05, 2008 2:06 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Inelastic collisions
- Replies: 4
- Views: 4073
Re: Inelastic collisions
There's no accessor to the restitution variable in btRigidBody. How do we change restitution?
- Wed Mar 05, 2008 1:18 am
- Forum: General Bullet Physics Support and Feedback
- Topic: moving RigibBodies from one physics world to another
- Replies: 2
- Views: 2999
Re: moving RigibBodies from one physics world to another
Aha, excellent. That was indeed the problem. We've still got a few problems but they appear to be internal, proprietary code -- not Bullet. Thanks.
- Mon Mar 03, 2008 3:31 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: moving RigibBodies from one physics world to another
- Replies: 2
- Views: 2999
moving RigibBodies from one physics world to another
We're having a curious bug in our game code.. we divide levels into "scenes" with private physics worlds (btDiscreetDynamicsWorlds). When we move actors from one scene to another -- the character, for example -- we want to get his physics data in the form of his btRigidBody, load it into t...
- Fri Feb 15, 2008 5:59 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: CompoundShape messes up the contact manifold(?)
- Replies: 4
- Views: 3926
Re: CompoundShape messes up the contact manifold(?)
Sure, that would be very helpful. Thanks!
- Tue Feb 12, 2008 1:14 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: CompoundShape messes up the contact manifold(?)
- Replies: 4
- Views: 3926
Re: CompoundShape messes up the contact manifold(?)
We're using 2.67. Our process is to get properties from an XML file created by our level designers and create a btRigidBody from that information. We store a pointer to our "Actor" class in the userPointer variable so that when we traverse the manifold (the code I posted above) we can mani...
- Mon Feb 11, 2008 6:31 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: CompoundShape messes up the contact manifold(?)
- Replies: 4
- Views: 3926
CompoundShape messes up the contact manifold(?)
We're having a bug that seems linked to using the btCompoundShape. We're doing a simple check to see if the character can jump: we traverse the PersistentManifold and for every pair of colliding objects we average all the contact points into a single point, then pass that vector into an "OnColl...
- Mon Feb 11, 2008 6:10 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: how to get objects to point up
- Replies: 17
- Views: 18229
Re: how to get objects to point up
Our needs are simple enough that we can make do with SetAngularFactor, but I would appreciate seeing your "tolerance cone" code, Rob. Thank you
- Mon Feb 04, 2008 2:01 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: how to get objects to point up
- Replies: 17
- Views: 18229
Re: how to get objects to point up
How do you add a soft hinge?
- Wed Jan 30, 2008 2:30 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: how to get objects to point up
- Replies: 17
- Views: 18229
Re: how to get objects to point up
*bump* need an answer on this.