actually including ALL bullet files into my project eliminates the problem.
which is fine, but feels a bit strange. The compiler settings between the projects
were identical, I checked multiple times, so it remains a mystery why the bad_alloc
occured. anyway, this workaround solves the problem.
J
Search found 18 matches
- Fri Jun 25, 2010 2:19 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: std::bad_alloc on new btCollisionDispatcher
- Replies: 1
- Views: 2282
- Thu Jun 24, 2010 4:29 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: std::bad_alloc on new btCollisionDispatcher
- Replies: 1
- Views: 2282
std::bad_alloc on new btCollisionDispatcher
hi, after moving the physics code into a separate library of my project, all of a sudden I get a bad alloc on "new btCollisionDispatcher( ... )" my project setup in msvc2008 was this: -"main project" main.cpp <- calls s_config = new btDefaultCollisionConfiguration(); s_dispatcher...
- Sat Oct 03, 2009 8:39 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btTransform * operator giving the inverse ??
- Replies: 7
- Views: 11197
Re: btTransform * operator giving the inverse ??
hi, I should have seen before that there's another thread on this topic, http://continuousphysics.com/Bullet/phpBB3/viewtopic.php?f=9&t=3192&sid=02de850356cb58c65995a01b1a7d0566 and it seems to me beaelp is right in stating that the getOpenGLSubMatrix gives the transpose of what's expected b...
- Sat Oct 03, 2009 8:37 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btMatrix3x3::setFromOpenGLSubMatrix transpose the matrix
- Replies: 3
- Views: 5683
Re: btMatrix3x3::setFromOpenGLSubMatrix transpose the matrix
Actually, the "transposed" version is correct, since the OpenGL convention of storing matrices is row-major, as opposed to the common column-major. sorry, but this is not true, see the OpenGL FAQ on http://www.opengl.org/resources/faq/technical/transformations.htm I (accidentally) started...
- Sat Oct 03, 2009 8:13 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btTransform * operator giving the inverse ??
- Replies: 7
- Views: 11197
Re: btTransform * operator giving the inverse ??
just a followup on my previous post, I'm getting more & more confused here. if btMatrix3x3 stores the orthogonal vectors of a reference frame in row-major order, like this: m_el[0] = btVector3( xx, xy, xz ); m_el[1] = btVector3( yx, yy, yz ); m_el[2] = btVector3( zx, zy, zz ); then why on EARTH ...
- Sat Oct 03, 2009 3:33 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btTransform * operator giving the inverse ??
- Replies: 7
- Views: 11197
Re: btTransform * operator giving the inverse ??
Hi, Thanks for your answer. What I can't find is the code in bullet for btVector3 * btTransform then. I actually get a compiler error on doing vector * matrix: btTransform trans = m_connA->getRenderNode()->getLocal(); btVector3 vec = m_connA->getConnectionPoint().getOrigin(); glVertex3fv( vec * tran...
- Fri Oct 02, 2009 3:55 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btTransform * operator giving the inverse ??
- Replies: 7
- Views: 11197
Re: btTransform * operator giving the inverse ??
so what you're saying is that m_basis[0] gives me the first column, right ? I never really get my head around that. in an OpenGL matrix, it's like this, (column-major) xx, yx, zx, tx xy, yy, zy, ty xz, yz, zz, tz xw, yw, zw, tw so m_basis[0] should correspond to Vector3( xx, xy, xz ) giving me the x...
- Fri Oct 02, 2009 1:47 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btTransform * operator giving the inverse ??
- Replies: 7
- Views: 11197
btTransform * operator giving the inverse ??
Hi, Am I totally confused or do the () and * operators of btTransform and btMatrix3x3 give the inverse transform ? /**@brief Return the transform of the vector */ SIMD_FORCE_INLINE btVector3 operator()(const btVector3& x) const { return btVector3(m_basis[0].dot(x) + m_origin.x(), m_basis[1].dot(...
- Fri Sep 25, 2009 12:30 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: problem linking against release mode compilation
- Replies: 0
- Views: 1538
problem linking against release mode compilation
Hi there, I'm running into a curious problem when compiling in release mode. everything works fine when compiling debug, but when I switch to release mode, MSVC8 doesnt find the removeCollisionObject function. >Canvas.obj : error LNK2001: unresolved external symbol "public: void __thiscall btCo...
- Mon Sep 21, 2009 5:05 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: suggestion: setIdentity in btTransform() constructor ?
- Replies: 3
- Views: 3415
Re: suggestion: setIdentity in btTransform() constructor ?
irony though that I've just written 3 functions
in which I had to fill a just-instantiated transform
with other values than Identity personally, I don't
mind the overhead, but setting the identity on
construction with a (static) identity tranform works fine too.
in all, my point is moot.
J
in which I had to fill a just-instantiated transform
with other values than Identity personally, I don't
mind the overhead, but setting the identity on
construction with a (static) identity tranform works fine too.
in all, my point is moot.
J
- Mon Sep 21, 2009 4:36 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: suggestion: setIdentity in btTransform() constructor ?
- Replies: 3
- Views: 3415
Re: suggestion: setIdentity in btTransform() constructor ?
i understand, though I would consider instantiating
a btTransform a non-time-critical operation.
Having to set the identity after instantiation
would give the same overhead, and is normally
expected if the transform is subsequently used
for multiplication,
J
a btTransform a non-time-critical operation.
Having to set the identity after instantiation
would give the same overhead, and is normally
expected if the transform is subsequently used
for multiplication,
J
- Mon Sep 21, 2009 2:28 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: suggestion: setIdentity in btTransform() constructor ?
- Replies: 3
- Views: 3415
suggestion: setIdentity in btTransform() constructor ?
Hi there,
with each new release I keep changing the
default btTransform contructor to this:
btTransform() { setIdentity(); }
may I suggest this as a feature ?
Jochem van der Spek
with each new release I keep changing the
default btTransform contructor to this:
btTransform() { setIdentity(); }
may I suggest this as a feature ?
Jochem van der Spek
- Sun Sep 20, 2009 4:12 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: penetration problem with plate falling on floor
- Replies: 9
- Views: 6258
Re: penetration problem with plate falling on floor
yes, they are.
- Sun Sep 20, 2009 12:45 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: penetration problem with plate falling on floor
- Replies: 9
- Views: 6258
penetration problem with plate falling on floor
Hi there, I'm having some issues with blocks of ~0.7 by 0.7 by 0.1 meters falling flat onto a floor from a height of 1.2 meters, with gravity set to ( 0,0, -10 ), in my z-up world. as you can see in the images taken from the simulation with timestep 1.0/60.0 ( maxSubSteps = 20 ) the objects penetrat...
- Sat Sep 12, 2009 9:39 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: 16 byte alignment issue in vector< btVector3 >
- Replies: 6
- Views: 15504
Re: 16 byte alignment issue in vector< btVector3 >
hi again, I'm having some trouble with the btAlignedObjectArray, when I'm returning one from a function, after some swapping,pushing, etc. my code crashes in aligned_free_dbg. I have no idea what's going on. I dont have dynamic data allocation going on, so I wonder if it's a bug in btAlignedObjectAr...