Search found 25 matches

by Kukanani
Wed Mar 21, 2018 3:19 pm
Forum: PyBullet Support and Feedback
Topic: STATE_LOGGING_VIDEO_MP4 in DIRECT mode?
Replies: 4
Views: 8730

Re: STATE_LOGGING_VIDEO_MP4 in DIRECT mode?

It would probably be useful to have this information in the quickstart guide.
by Kukanani
Wed Jan 11, 2012 4:03 am
Forum: Physics authoring tools, serialization, standards and related topics
Topic: Beginner Bullet Question
Replies: 2
Views: 6407

Re: Beginner Bullet Question

1) By definition, gravity is an acceleration, not a velocity. So if you want something to fall at a constant speed you can't use gravity. 2) It's been a while since I've programmed Bullet but I believe there's a setPosition method for rigid bodies. I'm sure it exists, not sure of the exact function ...
by Kukanani
Mon May 17, 2010 5:06 pm
Forum: General Bullet Physics Support and Feedback
Topic: Crash when CharacterController collides with static plane
Replies: 4
Views: 4083

Re: Crash when CharacterController collides with static plane

Here's another thing: the app crashes when a CharacterController collides with a btHeightfieldTerrainShape: btHeightfieldTerrainShape* heightfieldShape = new btHeightfieldTerrainShape(50, 50, terrain->getHeightData(), 1, 0, 20, 1, PHY_FLOAT, false); heightfieldShape->setLocalScaling(btVector3(1000.f...
by Kukanani
Mon May 17, 2010 4:24 am
Forum: General Bullet Physics Support and Feedback
Topic: Crash when CharacterController collides with static plane
Replies: 4
Views: 4083

Re: Crash when CharacterController collides with static plane

Alright, now I'm really weirded out. If I use a static cube instead of a static plane, it works fine.

For now I have no problem using a plane instead of a cube, but I still don't understand why a btStaticPlaneShape doesn't work. Can someone tell me?
by Kukanani
Mon May 17, 2010 3:31 am
Forum: General Bullet Physics Support and Feedback
Topic: Crash when CharacterController collides with static plane
Replies: 4
Views: 4083

Crash when CharacterController collides with static plane

Hi, I'm setting up a character controller in my Bullet/Ogre application. Currently I'm starting the character 50 meters above the ground for various debugging purposes. As the character falls towards the ground, everything is fine. But the instant the character hits the static plane I'm using as a f...
by Kukanani
Sat May 15, 2010 1:03 pm
Forum: General Bullet Physics Support and Feedback
Topic: btHeightfieldTerrainShape - no collisions
Replies: 3
Views: 3889

Re: btHeightfieldTerrainShape - no collisions

I changed my code to this after digging around some more on the forums: btHeightfieldTerrainShape* heightfieldShape = new btHeightfieldTerrainShape(1000, 1000, terrain->getHeightData(), 1, 0, 20, 1, PHY_FLOAT, false); heightfieldShape->setUseDiamondSubdivision(true); btTransform startTransform; star...
by Kukanani
Sat May 15, 2010 2:26 am
Forum: General Bullet Physics Support and Feedback
Topic: btHeightfieldTerrainShape - no collisions
Replies: 3
Views: 3889

btHeightfieldTerrainShape - no collisions

I have a successful Ogre-Bullet setup working in my application, however, I can't make beHeightfieldTerrainShape work. I noticed that someone else had this problem a while back but they resolved it with a patch. However, I'm using SVN from late March, which was after the patch was submitted. Here's ...
by Kukanani
Sat May 15, 2010 12:44 am
Forum: General Bullet Physics Support and Feedback
Topic: No collisions with btHeightfieldTerrainShape?!
Replies: 4
Views: 9443

Re: No collisions with btHeightfieldTerrainShape?!

I'm having the same problem as you. I'm doing something very similar...trying all kind of different terrain initialization settings...I will post back if I learn anything.
by Kukanani
Thu Apr 02, 2009 3:14 am
Forum: General Bullet Physics Support and Feedback
Topic: Using MotionState with CharacterController
Replies: 6
Views: 8386

Re: Using MotionState with CharacterController

Ah, thanks, that does it.

Kukanani
by Kukanani
Mon Mar 30, 2009 3:25 am
Forum: General Bullet Physics Support and Feedback
Topic: Using MotionState with CharacterController
Replies: 6
Views: 8386

Re: Using MotionState with CharacterController

Hey, I hate to revive this dead thread, but this just isn't working for me. I have an Ogre3D entity that I want to follow the orientation of my btGhostObject. btGhostObject has no setMotionState method, and it also has no btRigidBody, which is the only way to set a MotionState. How do I do this? Tha...
by Kukanani
Sun Mar 08, 2009 4:10 am
Forum: General Bullet Physics Support and Feedback
Topic: Linker errors with COLLADA + CodeBlocks
Replies: 4
Views: 5174

Re: Linker errors with COLLADA + CodeBlocks

Thanks!

For now I just surrounded the xmlFree lines with pre-processor directives and made a define on compile so I won't have to go back and manually un-comment those lines when the time comes.

I tried using CMake, but I found it easier to just make my own project files.

Kukanani
by Kukanani
Sat Mar 07, 2009 8:51 pm
Forum: General Bullet Physics Support and Feedback
Topic: Linker errors with COLLADA + CodeBlocks
Replies: 4
Views: 5174

Re: Linker errors with COLLADA + CodeBlocks

I forgot to build the LibXML library. Now I'm down to two errors: ..\..\lib\Library_ColladaDOM.a(daeLIBXMLPlugin.o):daeLIBXMLPlugin.cpp:(.text+0x5a5)||undefined reference to `__imp__xmlFree'| ..\..\lib\Library_ColladaDOM.a(daeLIBXMLPlugin.o):daeLIBXMLPlugin.cpp:(.text+0x759)||undefined reference to ...
by Kukanani
Fri Mar 06, 2009 9:22 pm
Forum: General Bullet Physics Support and Feedback
Topic: Linker errors with COLLADA + CodeBlocks
Replies: 4
Views: 5174

Linker errors with COLLADA + CodeBlocks

Hi all, I'm using Bullet with Code::Blocks. I know that you can't use the MSVC projects for this, so I tried to make new projects myself. I have the core Bullet libraries working, but now I'm tackling COLLADA and I get linker errors. First I made two projects: Library_BulletCollada and Library_Colla...