Search found 26 matches
- Tue Jan 12, 2010 12:47 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Bug report on tGeneric6DOFSpringConstraint with solution
- Replies: 1
- Views: 2619
Bug report on tGeneric6DOFSpringConstraint with solution
Small fix btGeneric6DOFSpringConstraint's setEquilibriumPoint has an issue. It's too small of a fix, I'm lazy to create a patch. void btGeneric6DofSpringConstraint::setEquilibriumPoint(int index) { btAssert((index >= 0) && (index < 6)); calculateTransforms(); if(index < 3) { m_equilibriumPoi...
- Wed Dec 02, 2009 9:22 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btGeneric6DofSpringConstraint explodes
- Replies: 2
- Views: 3477
Re: btGeneric6DofSpringConstraint explodes
Hi, Thanks for the testing. And I'm sorry for my late reply. I think I did some mistake describing my problem. Actually, I added a spring to body A and B, and further added another spring to body B and C, where body A, B, C all has mass of 1. Then the spring begin to become unstable. Is there any al...
- Mon Nov 16, 2009 2:30 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btGeneric6DofSpringConstraint explodes
- Replies: 2
- Views: 3477
btGeneric6DofSpringConstraint explodes
Hi all, I was just trying out the stability of btGeneric6DofSpringConstraint, but it seems that when the setStiffness is set too high, the spring starts to explode. My current wild guess is that the spring springs to and fro too fast, causing them to go unstable. To reproduce this, just simply creat...
- Thu Nov 05, 2009 12:28 am
- Forum: General Bullet Physics Support and Feedback
- Topic: addConstraint explodes
- Replies: 1
- Views: 2463
addConstraint explodes
Hi all, I've got a problem with addConstraint, which I believe is a bug. The reproduction case is simple 1. create 2 rigid body 2. body->setCollisionFlags(body->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE) for one of them 3. setCenterOfMassTransform so that they overlap each othe...
- Thu Jul 23, 2009 3:39 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet 2.75-rc3 build errors AND CONGRATULATIONS TO ERWIN!
- Replies: 5
- Views: 5669
Re: Bullet 2.75-rc3 build errors AND CONGRATULATIONS TO ERWIN!
Congratulations Erwin. Let's welcome Erwin jr. to the bullet world
- Wed Jul 22, 2009 2:01 am
- Forum: General Bullet Physics Support and Feedback
- Topic: How can i detect which Objects (ID's) collide in Bullet??
- Replies: 3
- Views: 4116
Re: How can i detect which Objects (ID's) collide in Bullet??
There is a function called setUserPointer in btRigidBody(or somewhere if it's not there, I couldn't recall) AFAIK, therefore, use setUserPointer with whatever that identifies your body, and getUserPointer to check them.
Hope this helps
Hope this helps
- Wed Jul 22, 2009 1:57 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Correct way to move objects around in game
- Replies: 7
- Views: 10275
Re: Correct way to move objects around in game
No you DON'T have to do collision detection manually for kinematic body, there will be collision by default. The thing with kinematic body is that when other object hits it (or "pushes" it), this kinematic body will NOT move in anyway, so, if you want your kinematic object to react to thos...
- Mon Jun 29, 2009 7:39 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Performance optimization with btDiscreteDynamicsWorld.cpp
- Replies: 4
- Views: 4926
Re: Performance optimization with btDiscreteDynamicsWorld.cpp
Looks like a nice one. Hope your patch gets integrated.
- Mon Jun 22, 2009 3:34 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btGImpactMeshShape bouncing for first collision?
- Replies: 7
- Views: 9025
Re: btGImpactMeshShape bouncing for first collision?
Hello projectileman,
I'm wondering when can we use SAT instead of GJK in GImpact? Looking forward to this
Thanks
I'm wondering when can we use SAT instead of GJK in GImpact? Looking forward to this
Thanks
- Mon Jun 15, 2009 7:25 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Possible heap corruption with 2.75?
- Replies: 4
- Views: 4741
Re: Possible heap corruption with 2.75?
I moved my code from 2.5X -> 2.7X -> 2.75, nothing much changed on my side, no heap corruption. I'm not 100% sure it doesn't have any problem, I'm just saying my code (which is only about 5000 effective lines) doesn't have any.
- Mon Jun 15, 2009 1:09 am
- Forum: General Bullet Physics Support and Feedback
- Topic: ApplyCentralForce
- Replies: 1
- Views: 2826
Re: ApplyCentralForce
It all depends on whether you want to apply a force continuously or just one time. For one timer, just use the applyForce or applyCentralForce. For continuous force application, you could calculate the dt, or you could just set the applyForceImpulse of the rigid body. I'm not a guru of bullet, but A...
- Sun Jun 14, 2009 3:11 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btGImpactMeshShape bouncing for first collision?
- Replies: 7
- Views: 9025
Re: btGImpactMeshShape bouncing for first collision?
The problem is with the margin of the shape, set it to 0.05, everything works.
Bullet rocks, GImpact rocks as well!!!
Thanks Erwin, projectileman, and the whole bullet team!!!
Bullet rocks, GImpact rocks as well!!!
Thanks Erwin, projectileman, and the whole bullet team!!!
- Sun Jun 14, 2009 2:36 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btGImpactMeshShape bouncing for first collision?
- Replies: 7
- Views: 9025
Re: btGImpactMeshShape bouncing for first collision?
It helped for the non-bouncing stuffs, but the created shape became extremely unstable(ie. it shakes indefinitely on the ground), any idea?
- Thu Jun 11, 2009 1:44 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btConvexHullShape unstable when resting
- Replies: 1
- Views: 2589
Re: btConvexHullShape unstable when resting
Problem solved. After debugging for a whole day, it turns out I'm doing a stupid mistake, description below. Note to users that might have this problem. If you ever register InternalStepCallback, do NOT clear the manifold there (clearManifold function). It'll cause stability issue. Thanks a lot for ...
- Wed Jun 10, 2009 3:37 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btConvexHullShape unstable when resting
- Replies: 1
- Views: 2589
btConvexHullShape unstable when resting
Hello, I used btConvexHullShape (with btTriangleMesh as the tris interface) to construct a couple of stuffs (starting with box). The problem is, when it landed on the floor (a static object), it keeps on dancing around. The video below shows my problem. The same problem goes when a shape stacks on t...