Search found 10 matches
- Wed Nov 19, 2008 5:28 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Disable a particular object-object collision
- Replies: 3
- Views: 3398
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...
- Wed Nov 19, 2008 9:44 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Disable a particular object-object collision
- Replies: 3
- Views: 3398
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...
- Tue Nov 11, 2008 1:47 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Constrained physics
- Replies: 6
- Views: 7811
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
hd
- Mon Nov 10, 2008 7:29 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Floor object on iPhone game
- Replies: 10
- Views: 5988
Re: Floor object on iPhone game
Why not create the holes directly in your table floor mesh?
hd
hd
- Sun Nov 09, 2008 12:47 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Constrained physics
- Replies: 6
- Views: 7811
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 a...
- Sat Nov 08, 2008 2:17 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Constrained physics
- Replies: 6
- Views: 7811
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...
- Fri Nov 07, 2008 11:04 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Constrained physics
- Replies: 6
- Views: 7811
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 Bul...
- Fri Nov 07, 2008 10:27 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Assertion in btQuantizedBvh
- Replies: 1
- Views: 3497
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...
- Thu Nov 06, 2008 11:20 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Constrained physics
- Replies: 6
- Views: 7811
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
hd
- Thu Nov 06, 2008 10:12 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Constrained physics
- Replies: 6
- Views: 7811
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...