Search found 10 matches

by hearsedriver
Wed Nov 19, 2008 5:28 pm
Forum: General Bullet Physics Support and Feedback
Topic: Disable a particular object-object collision
Replies: 3
Views: 2171

Re: Disable a particular object-object collision

Do you have any idea why the gContactAddedCallback is called so often? Yes, I do. I have an object which I move manually along another object, like a train on rails, and I do not want to interact train and rails but train with all other objects and rails with all other objects. I will have a look a...
by hearsedriver
Wed Nov 19, 2008 9:44 am
Forum: General Bullet Physics Support and Feedback
Topic: Disable a particular object-object collision
Replies: 3
Views: 2171

Disable a particular object-object collision

Hey there, I have two btRigidBodies which shall interact with the rest of the physics world, but not with each other. For the combination of these two particular objects, I want to disable collision testing because it eventually leads to calling the gContactAddedCallback (and whatever happens on Bul...
by hearsedriver
Tue Nov 11, 2008 1:47 am
Forum: General Bullet Physics Support and Feedback
Topic: Constrained physics
Replies: 6
Views: 5742

Re: Constrained physics

From what I've seen in the Bullet code so far, ConstraintDemo.cpp, line 125+, seems to be what I need. But there's also a btSliderConstraint.h available. What should I use?

hd
by hearsedriver
Mon Nov 10, 2008 7:29 pm
Forum: General Bullet Physics Support and Feedback
Topic: Floor object on iPhone game
Replies: 10
Views: 3855

Re: Floor object on iPhone game

Why not create the holes directly in your table floor mesh?

hd
by hearsedriver
Sun Nov 09, 2008 12:47 am
Forum: General Bullet Physics Support and Feedback
Topic: Constrained physics
Replies: 6
Views: 5742

Re: Constrained physics

Setting all values to zero at least works somehow, but I cannot get it to work properly with non-zero values. Could you please provide some more detailled insight on how to restrain body movement to an arbitrary line in 3d space given by two points while the "carrying object" still moves around (i.e...
by hearsedriver
Sat Nov 08, 2008 2:17 am
Forum: General Bullet Physics Support and Feedback
Topic: Constrained physics
Replies: 6
Views: 5742

Re: Constrained physics

Okay, I got it. But now if I set all limits to zero, the whole thing still looks unstable. When I have several boxes stacked and move the ground quickly, the upper boxes move very slow. This is a cool effect on the one hand, but not exactly what I wanted on the other. Plus, it takes a huge amount of...
by hearsedriver
Fri Nov 07, 2008 11:04 pm
Forum: General Bullet Physics Support and Feedback
Topic: Constrained physics
Replies: 6
Views: 5742

Re: Constrained physics

I have one more question. How would I continue if the stack of boxes moves around (i.e. is - at least - visually attached to another object) and I want such behaviour only in "local space"? The problem is that I either overwrite the objects transformation to update it's position or let Bullet do the...
by hearsedriver
Fri Nov 07, 2008 10:27 pm
Forum: General Bullet Physics Support and Feedback
Topic: Assertion in btQuantizedBvh
Replies: 1
Views: 2058

Assertion in btQuantizedBvh

I have a dynamically generated level, and I push geometry into Bullet and remove it once the player has passed it. This runs well for a while, but every now and then the following assertion fails: Assertion failed: (point.getX() <= m_bvhAabbMax.getX()), function quantize, file /[mydir]/bullet/btQuan...
by hearsedriver
Thu Nov 06, 2008 11:20 pm
Forum: General Bullet Physics Support and Feedback
Topic: Constrained physics
Replies: 6
Views: 5742

Re: Constrained physics

Thank you very much for the detailled explanation. It sounds like exactly what I need. I'm currently on Mac so I cannot test your executable, but I'll have a look at the code.

hd
by hearsedriver
Thu Nov 06, 2008 10:12 pm
Forum: General Bullet Physics Support and Feedback
Topic: Constrained physics
Replies: 6
Views: 5742

Constrained physics

Hi there, I need to constrain physics in such a way that the user is able to pick an arbitrary box from a stack of boxes and pull it out but without letting the other boxes fall aside. Any box above the picked one shall simply fall straight down and fill the place of the picked one. Could you please...