Search found 15 matches

by peacemoon
Thu Sep 18, 2008 10:13 am
Forum: General Bullet Physics Support and Feedback
Topic: Contact Info
Replies: 16
Views: 20403

Re: Contact Info

what is your dt?
Can you post your whole function?

As i said, when i use timeStep as dt, i have a very big force!!

Regards
by peacemoon
Wed Sep 17, 2008 8:55 am
Forum: General Bullet Physics Support and Feedback
Topic: Contact Info
Replies: 16
Views: 20403

Re: Contact Info

hi sandeep_slash,
i don't need Torque, so that i still don't think about it. But i think we have to calculate it explicitly with force and distance .
Can you calculate force right?
Can you show me your code?
Thanks
by peacemoon
Tue Sep 16, 2008 6:48 pm
Forum: General Bullet Physics Support and Feedback
Topic: Contact Info
Replies: 16
Views: 20403

Re: Contact Info

ok, i try to post my question the last time, and hopefully that someone can help me. I use Bullet in my haptic application. A robot sends velocity information to my program. In my program, a ball will be move with this velocity and hit a wall, the program simulates the scene and sends force informat...
by peacemoon
Mon Sep 15, 2008 8:44 am
Forum: General Bullet Physics Support and Feedback
Topic: Contact Info
Replies: 16
Views: 20403

Re: Contact Info

This is my internaltickcallback void myTickCallback( btDynamicsWorld *world, btScalar timeStep) { if (world) world->performDiscreteCollisionDetection(); int i; ///one way to draw all the contact points is iterating over contact manifolds / points: int numManifolds = dynamicsWorld->getDispatcher()->g...
by peacemoon
Thu Sep 11, 2008 8:23 pm
Forum: General Bullet Physics Support and Feedback
Topic: Contact Info
Replies: 16
Views: 20403

Re: Contact Info

i figured out how to do this: use m_normalWorldOnB and m_appliedImpulse. So, is there any method so that i can read the feedback forces and torques that apply to a body when collision occurred? (like function dJointGetFeedback in ODE) Indeed, m_appliedImpulse*m_normalWorldOnB is your applied impuls...
by peacemoon
Thu Sep 11, 2008 9:40 am
Forum: General Bullet Physics Support and Feedback
Topic: Contact Info
Replies: 16
Views: 20403

Re: Contact Info

i figured out how to do this: use m_normalWorldOnB and m_appliedImpulse. I also found in class btRigidBody 2 private attributes m_totalForce, m_totalTorque . Why are these attributes private and there isn't any function to read theses values ? I think the author could do this with purpose ??? . So, ...
by peacemoon
Thu Sep 11, 2008 9:25 am
Forum: General Bullet Physics Support and Feedback
Topic: Contact Info
Replies: 16
Views: 20403

How to get force feedback at the contact point?

I use Bullet in Haptic application. My programm interacts with a robot. The robot sends velocity information to the program and receives force information back. I have searched all the documents and found out that i can't get feedback force with bullet, and i can only get impulse (m_appliedImpulse)....
by peacemoon
Thu Sep 11, 2008 9:10 am
Forum: General Bullet Physics Support and Feedback
Topic: Why error???
Replies: 1
Views: 2644

Why error???

I implemented my own NearCallback function. But i have an error and don't know why? This is my function void customNearCallback(btBroadphasePair& collisionPair, btCollisionDispatcher& dispatcher, const btDispatcherInfo& dispatchInfo) { btCollisionObject* colObj0 = (btCollisionObject*)col...
by peacemoon
Tue Sep 09, 2008 3:27 pm
Forum: General Bullet Physics Support and Feedback
Topic: Switching from ODE to Bullet, CenterOfMass problem
Replies: 2
Views: 2707

Switching from ODE to Bullet, CenterOfMass problem

Hello, i have just switched from ODE to Bullet, i have problem to set position of an object. As in ODE, when i try to set position of an object, i just set the position of the center of the object. I try to do the same things with bullet, but my object is just shifted away from the position which i ...
by peacemoon
Tue Sep 09, 2008 3:23 pm
Forum: General Bullet Physics Support and Feedback
Topic: center of mass not at mesh origin
Replies: 13
Views: 45187

Re: center of mass not at mesh origin

Hello Paul,
can you post your working solution. I have the same problem and can't figure out, how i can fix it

Thanks
by peacemoon
Tue Sep 09, 2008 8:33 am
Forum: General Bullet Physics Support and Feedback
Topic: Question about Helloworld demo
Replies: 1
Views: 2395

Question about Helloworld demo

Hello, i hope someone can help me find out, why we set Origin of groundTransform at (0,-56,0) (i mean why -56) in these codes which i take from the Helloworld demo btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(50.),btScalar(50.),btScalar(50.))); //keep track of the shapes, we rel...
by peacemoon
Mon Sep 08, 2008 10:15 am
Forum: General Bullet Physics Support and Feedback
Topic: Switching from ODE to Bullet, CenterOfMass problem
Replies: 2
Views: 2707

Offset when object has mass???

Hello, I created an object with these codes startTransform.setOrigin(btVector3(-0.2f,0.0f,0.1f)); csAvatar = new btSphereShape(btScalar(AVATAR_RADIUS)); collisionShapes.push_back(csAvatar); //mass = AVATAR_MASS; mass = 0; btDefaultMotionState* msAvatar = new btDefaultMotionState(startTransform); btR...
by peacemoon
Wed Sep 03, 2008 6:37 pm
Forum: General Bullet Physics Support and Feedback
Topic: Build error in linux system
Replies: 3
Views: 4008

Re: Build error in linux system

Hi,
thank you for the quick answer.
I just want to ask one more question. Can i still build bullet without BulletMultiThreaded? and Can i still use Bullet without BulletMultiThreaded? How does it affect the performance of Bullet?
Sorry, i am totally new at Bullet.
Thanks
by peacemoon
Wed Sep 03, 2008 1:11 pm
Forum: General Bullet Physics Support and Feedback
Topic: Build error in linux system
Replies: 3
Views: 4008

Build error in linux system

I have some errors when i try to build bullet in my system. here is my system information processor : 0 vendor_id : AuthenticAMD cpu family : 16 model : 2 model name : AMD Phenom(tm) 9500 Quad-Core Processor stepping : 2 cpu MHz : 2200.145 cache size : 512 KB physical id : 0 siblings : 4 core id : 0...
by peacemoon
Wed Sep 03, 2008 12:57 pm
Forum: General Bullet Physics Support and Feedback
Topic: Errors in CMakeLists.txt
Replies: 0
Views: 2020

Errors in CMakeLists.txt

I have just tried to install Bullet with help of Cmake. And i found an error in bullet-2.70/src/BulletCollision/CMakeLists.txt file. Original CollisionShapes/btMulti M aterialTriangleMeshShape.cpp CollisionShapes/btMulti M aterialTriangleMeshShape.h it should be CollisionShapes/btMulti m aterialTria...