Search found 35 matches

by chucksspencer
Tue Dec 07, 2010 7:11 pm
Forum: Applications, Games, Demos or Movies using Bullet
Topic: Web-based vehicle tuning tool
Replies: 0
Views: 7149

Web-based vehicle tuning tool

We've integrated bullet into our web-based 3D content system called Hypercosm. Like many others, if the forums are any indication, we struggle quite a bit getting the tuning right on vehicles. I created a little utility to make that easier, and I thought I'd share. http://www.hypercosm.com/private/C...
by chucksspencer
Thu Nov 04, 2010 3:21 pm
Forum: General Bullet Physics Support and Feedback
Topic: Using a constraint motor on a single body
Replies: 3
Views: 4692

Re: Using a constraint motor on a single body

Hi Roman. Thanks for the response. I did realize that in the absence of a second body, the constraint would use the world as the second frame of reference. I was confused about how the axes of rotation for the constraint would be affected if the body translated away from its original position - howe...
by chucksspencer
Thu Nov 04, 2010 3:15 pm
Forum: General Bullet Physics Support and Feedback
Topic: Motor doesn't wake up rigid body
Replies: 6
Views: 9873

Re: Motor doesn't wake up rigid body

I've been experiencing the same issue. I've tried both setting the DISABLE_DEACTIVATION activation state and calling the activate() method on the rigid bodies, to no avail. I think the hinge constraint may not suffer from this problem. Anyone gotten anywhere on this?
by chucksspencer
Thu Oct 28, 2010 3:04 pm
Forum: General Bullet Physics Support and Feedback
Topic: Using a constraint motor on a single body
Replies: 3
Views: 4692

Using a constraint motor on a single body

Is there a way to utilize the motor functionality of the constraints with a single body? I've tried adding a generic 6DOF constraint to a body with no partner (thus constraining it to "the world") but this results in some undesired issues with the constraint's frame of reference (which doe...
by chucksspencer
Thu Sep 02, 2010 1:59 pm
Forum: General Bullet Physics Support and Feedback
Topic: Generic 6DOF Constraint vs. slider, hinge etc
Replies: 2
Views: 3410

Generic 6DOF Constraint vs. slider, hinge etc

Am I correct in my understanding that you could, theoretically, emulate the behavior of most (any?) of the specialized constraints (e.g. hinge, slider, cone etc) with a properly configured 6DOF constraint? If that's so, are the other constraint types just for convenience, or are they superior in oth...
by chucksspencer
Wed Jun 24, 2009 4:52 pm
Forum: General Bullet Physics Support and Feedback
Topic: Vehicle: what are the wheels touching - m_groundObject
Replies: 2
Views: 3141

Vehicle: what are the wheels touching - m_groundObject

I'm working on a vehicle sim in which I need to know what surface the vehicle's wheels are touching. After some searching I found the m_groundObject member of the m_rayCastInfo of the btWheelInfo. In the vehicle's rayCast method I see that this pointer is currently being set to a dummy object: wheel...
by chucksspencer
Sat Jun 13, 2009 3:26 pm
Forum: General Bullet Physics Support and Feedback
Topic: Creeping spheres on a triangulated mesh
Replies: 1
Views: 2406

Re: Creeping spheres on a triangulated mesh

I tried substituting the btGImpactMeshShape per this discussion: http://bulletphysics.com/Bullet/phpBB3/ ... f=9&t=3701, and at first glance at least that seems to have helped.

When static, how does the performance of the btGImpactMeshShape compare to the btBvhTriangleMeshShape?
by chucksspencer
Sat Jun 13, 2009 2:48 pm
Forum: General Bullet Physics Support and Feedback
Topic: Scaling the btCapsule, scaling performance
Replies: 3
Views: 4697

Re: Scaling the btCapsule, scaling performance

As far as I understand, the capsule's dimensions work like: Radius = radius Height = height + radius * 2 Where height would define the height of the *cylinder* of the capsule, not the total height. But I could be wrong. That is true - I just tweaked the values of the capsules in my example enough t...
by chucksspencer
Fri Jun 12, 2009 10:13 pm
Forum: General Bullet Physics Support and Feedback
Topic: Creeping spheres on a triangulated mesh
Replies: 1
Views: 2406

Creeping spheres on a triangulated mesh

I'm working on a little billiards game in which we're using a btBvhTriangleMeshShape for the table and rails. Ever since I upgraded from 2.71 to 2.75 it seems that the balls (btSphereShapes) won't stop rolling correctly once set in motion. If any ball gets above a certain (unknown) speed it seems li...
by chucksspencer
Wed Jun 10, 2009 4:21 pm
Forum: General Bullet Physics Support and Feedback
Topic: Scaling the btCapsule, scaling performance
Replies: 3
Views: 4697

Re: Scaling the btCapsule, scaling performance

I submitted an issue and a patch for this http://code.google.com/p/bullet/issues/detail?id=230 before the implementation of setLocalScaling for btCapsuleShape just called the method from its parent: virtual void setLocalScaling(const btVector3& scaling) { btConvexInternalShape::setLocalScaling(s...
by chucksspencer
Tue Jun 09, 2009 10:35 pm
Forum: General Bullet Physics Support and Feedback
Topic: Scaling the btCapsule, scaling performance
Replies: 3
Views: 4697

Scaling the btCapsule, scaling performance

I've noticed some odd behavior when trying to use the setLocalScaling call with the btCapsuleShape. I tweaked the BasicDemo.cpp to demonstrate - changing the boxes to capsules and setting the scaling in stead of multiplying the capsule's parameters by the SCALING factor. See line 140 of BasicDemo.cp...
by chucksspencer
Mon Apr 13, 2009 9:48 pm
Forum: General Bullet Physics Support and Feedback
Topic: Non-world aligned bounding box
Replies: 2
Views: 2497

Re: Non-world aligned bounding box

Use the identity transform, to compute the local space AABB: btVector3 aabbMin; btVector3 aabbMax; body->getCollisionShape()->getAabb(btTransform::getIdentity(), aabbMin, aabbMax); This is the local AABB, in body space. Once you convert this AABB into world space, you will likely get the same AABB ...
by chucksspencer
Mon Apr 13, 2009 8:54 pm
Forum: General Bullet Physics Support and Feedback
Topic: Non-world aligned bounding box
Replies: 2
Views: 2497

Non-world aligned bounding box

I'd like to get a rough bounding box for any given shape in my scene. I'd like the bounding box aligned to the axes of that object's transformation rather than the world's axes. I'm trying the following: btVector3 aabbMin; btVector3 aabbMax; btTransform bodyTrans = body->getWorldTransform(); body->g...