Search found 25 matches
- Wed Dec 28, 2011 2:19 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Resource Management with Bullet?
- Replies: 0
- Views: 3534
Resource Management with Bullet?
I am wondering about btRigidBody and when you dynamically allocate these objects will Bullet delete them once you add them to btDiscreteDynamicsWorld? e.g. btRigidBody* groundRigidBody = new btRigidBody(groundRigidBodyCI); dynamicsWorld->addRigidBody(groundRigidBody); since I added it to dynamicsWor...
- Thu Apr 14, 2011 2:02 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: How accurate is Bullet for this type of collisions?
- Replies: 0
- Views: 2677
How accurate is Bullet for this type of collisions?
I am wondering how well will Bullet work for structures e.g. buildings, bridges, various other made up objects? Say you have a wrecking ball, tidal-wave, or earthquake to try and simulate some force to act on the structure to bring it down? And what would need to look at specifically in Bullet befor...
- Thu Mar 31, 2011 11:46 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: How can I move my object?
- Replies: 4
- Views: 5868
Re: How can I move my object?
I used the similar code iter->RigidBody()->setLinearVelocity((btVector3(iter->CentralVelocity().LinearX, iter->CentralVelocity().LinearY, iter->CentralVelocity().LinearZ))); iter->RigidBody()->setAngularVelocity((btVector3(iter->CentralVelocity().AngularX, iter->CentralVelocity().AngularY, iter->Ce...
- Fri Mar 18, 2011 12:37 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: How can I move my object?
- Replies: 4
- Views: 5868
Re: How can I move my object?
Fixed it I used setCenterOfMassTransform()
Thanks
Thanks
- Sun Mar 13, 2011 10:05 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: How can I move my object?
- Replies: 4
- Views: 5868
How can I move my object?
I can move one of my objects by calling setWorldTransform(), but for some reason some of my objects are not updating when I call setWorldTransform()? What I have is coins falling from the sky and when they hit the ground or hit by the user, I want to randomly place them up in the air again at some o...
- Thu Jul 01, 2010 3:22 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btHeightfieldTerrainShape help please!!
- Replies: 2
- Views: 3478
Re: btHeightfieldTerrainShape help please!! Erwin?
I really think the problem lies in the scaling? I guess my dumb a** can't figure out the scaling... Anyone else have a decent explanation on using scaling? HeightFieldActor(33, 33, imageData, 1.0f, 0.0f, 255.0f, 1, PHY_UCHAR, false, cml::vector3f(5,5,5)); HeightFieldActor(int x, int y, void* data, b...
- Thu Jul 01, 2010 1:48 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btHeightfieldTerrainShape help please!!
- Replies: 2
- Views: 3478
btHeightfieldTerrainShape help please!!
Hi, I have been looking around the web and others as of lately are having issues with objects falling through the btHeightfieldTerrainShape collision shape... Please look here http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&t=4833&start=0 There are others, but I am having the same i...
- Fri Jun 18, 2010 10:55 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Compiler error when using addRigidBody()
- Replies: 1
- Views: 2632
Re: Compiler error when using addRigidBody()
Nevermind, argh....
SphereTrigger(btDiscreteDynamicsWorld* world,
const cml::vector3f& pos,
const float& radius,
const ActorId& id)
had const in the parameter list...
SphereTrigger(btDiscreteDynamicsWorld* world,
const cml::vector3f& pos,
const float& radius,
const ActorId& id)
had const in the parameter list...
- Fri Jun 18, 2010 6:48 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Compiler error when using addRigidBody()
- Replies: 1
- Views: 2632
Compiler error when using addRigidBody()
error C2663: 'btDiscreteDynamicsWorld::addRigidBody' : 2 overloads have no legal conversion for 'this' pointer class SphereTrigger : public Trigger { public: btSphereShape* shape; btMotionState* motionState; btRigidBody* body; SphereTrigger(const btDiscreteDynamicsWorld* world, const cml::vector3f&a...
- Fri Jun 11, 2010 2:40 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Bullet equivalent of PhysX Actor object?
- Replies: 1
- Views: 2130
Bullet equivalent of PhysX Actor object?
I was using PhysX until Nividia shut out the small devs.... Anyway I don't see any actor classes in Bullet. So do I need them in Bullet?
Thanks
Thanks
- Mon Jul 27, 2009 6:08 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Correct way to move objects around in game
- Replies: 7
- Views: 10271
Re: Correct way to move objects around in game
THanks for the reply. So when there is contact do you use a trigger or a callback? I basically just want to know I hit/ran into the object so I can get pts and remove it from the rendering loop. "I don't know about kinematic vs kinematic body collision, but my guess is that it will go straight ...
- Mon Jul 20, 2009 10:09 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Correct way to move objects around in game
- Replies: 7
- Views: 10271
Re: Correct way to move objects around in game
Bump
Anyone?
Anyone?
- Sun Jul 19, 2009 4:12 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Correct way to move objects around in game
- Replies: 7
- Views: 10271
Re: Correct way to move objects around in game
Hello pico, Thanks for the info, much appreciated. Helped clear up that issue. Regarding, btKinematicCharacterController class ///Interaction between btKinematicCharacterController and dynamic rigid bodies needs to be explicity implemented by the user. I have no clue on what I would need to do or wh...
- Sat Jul 18, 2009 4:32 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Correct way to move objects around in game
- Replies: 7
- Views: 10271
- Thu Jul 16, 2009 9:59 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Correct way to move objects around in game
- Replies: 7
- Views: 10271
Correct way to move objects around in game
I used PhysX before moving to bullet and they had things called actors that helped move object around. I don't see actors per se with bullet so what is the correct way to go about moving my players object around the world? I currently am using applyForce() on my ball to move it around but I don't th...