Hello,
May be this post will help:
http://www.bulletphysics.org/Bullet/php ... 73&start=0
Search found 26 matches
- Thu Dec 31, 2009 12:19 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Changing AABB ignored by Bullet
- Replies: 4
- Views: 4101
- Sun Dec 13, 2009 11:20 am
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Bullet integration with Cocos2D, review?
- Replies: 3
- Views: 7454
Re: Bullet integration with Cocos2D, review?
In latest Bullet trunk (or maybe even in 2.75 version) was introduced some improvements for 2D.
You can use setAngularFactor and setLinearFactor to limit velocities in desired axises, also was added 2D shapes, try to look Bullet/Demos/Box2dDemo
You can use setAngularFactor and setLinearFactor to limit velocities in desired axises, also was added 2D shapes, try to look Bullet/Demos/Box2dDemo
- Sat Dec 12, 2009 1:10 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bounding Volume
- Replies: 5
- Views: 5977
Re: Bounding Volume
Hello, I'am only Bullet user, so I may be not fully correct. :) As I know AABB are used mostly for broadphase part of collision detection, and I have not noticed in documentation any mentions about possibility to use other bounding volumes (as I know AABB is most optimal for broadphase). May be you ...
- Sat Dec 12, 2009 12:33 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: New issue with gContactAddedCallback in Bullet 2.75
- Replies: 40
- Views: 33118
Re: New issue with gContactAddedCallback in Bullet 2.75
indexId represents child id of compound shape. As I know partId is used for tri meshes to point which triangles array is collided.
- Wed Dec 09, 2009 7:08 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: New issue with gContactAddedCallback in Bullet 2.75
- Replies: 40
- Views: 33118
Re: New issue with gContactAddedCallback in Bullet 2.75
I think that partId for compounds are always set to -1.
- Mon Dec 07, 2009 11:54 am
- Forum: General Bullet Physics Support and Feedback
- Topic: New issue with gContactAddedCallback in Bullet 2.75
- Replies: 40
- Views: 33118
Re: New issue with gContactAddedCallback in Bullet 2.75
I have filled new issue(316) in google.code. Issue includes small patch which fixed, this problem for me. But it was only tested for trimesh vs compunds, and I'am not 100% sure that this solutions is right .
- Thu Nov 26, 2009 7:23 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Reseting dynamic object's motion?
- Replies: 3
- Views: 3592
Re: Reseting dynamic object's motion?
Try to set transform using setCenterOfMassTransform (instead of setTransform) after resetting velocities.
- Sat Nov 21, 2009 11:03 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How do you use Ghost Objects?
- Replies: 25
- Views: 37306
Re: How do you use Ghost Objects?
Hello, Yes, that`s it, but in my specific case, our ghost object collision flag is set to CF_NO_CONTACT_RESPONSE because we only want to use the ghost object as a wheel sensor to detect the wheel contacts with static(concave or convex) or dynamic objects. So in this perspective, the collision filter...
- Sat Nov 21, 2009 7:30 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Joint and Contact points Feedback
- Replies: 9
- Views: 7219
Re: Joint and Contact points Feedback
As for joints, as I understand joints are inherited from btTypedConstraint, which also have m_appliedImpulse member. Does this mean i can implement a callback for when a specified force has been breached in the constraint? This will be useful e.g. for decoupling trains, ripping off car doors, rippi...
- Sat Nov 21, 2009 1:23 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Joint and Contact points Feedback
- Replies: 9
- Views: 7219
Re: Joint and Contact points Feedback
You can get collision shape from body. getCollisionShape() or getRootCollisionShape(). Also manifold point have members partId and indexId. indexId store triangle id if it was collision with trimesh. partId contains index of shape if collision was with compoundShape (If I correctly understand when w...
- Sat Nov 21, 2009 10:37 am
- Forum: General Bullet Physics Support and Feedback
- Topic: How do you use Ghost Objects?
- Replies: 25
- Views: 37306
Re: How do you use Ghost Objects?
If I correctly understand the problem is that ghost objects are not colliding with static objects? (Sorry maybe I not correctly understand the problem.) May be reason is that with default collision filter static objects don't collide with other static objects? As I understand btCollisionObject(and b...
- Fri Nov 20, 2009 7:24 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Joint and Contact points Feedback
- Replies: 9
- Views: 7219
Re: Joint and Contact points Feedback
For contacts force: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&t=4136&start=0 As for joints, as I understand joints are inherited from btTypedConstraint, which also have m_appliedImpulse member. EDIT: By joints I mean constraints. As I understand joints in ODE are constraints i...
- Sat Nov 14, 2009 1:24 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btRigidBody angular factor
- Replies: 3
- Views: 3829
Re: btRigidBody angular factor
As far as I can tell is that this is simply checking to make sure that the angular factor is not a null pointer before continuing. But m_angularFactor is btVector3 (in previous Bullet versions it was btSalar) and not pointer. If I properly understand angular factor purpose, maybe code should be som...
- Mon Nov 02, 2009 8:25 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btRigidBody angular factor
- Replies: 3
- Views: 3829
btRigidBody angular factor
Hello, I noticed some code in btRigidBody, which I can't understand. In applyImpulse() functions there is such code: if (m_angularFactor){...} After last rbtRigidBody changes m_angularFactor become btVector3. I debug that code and it seems that btScalar*() operator is called in that if. Is that supp...
- Tue Oct 13, 2009 4:33 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btRaycastVehicle wheel engine force
- Replies: 0
- Views: 1625
btRaycastVehicle wheel engine force
Hello. I was looking through raycast vehicle code and noticed that when wheel engine force != 0, and wheel is not sliding, forward impulse applied from that wheel to chassis is engineForce * timestep. Shouldn't impulse dependent from wheel radius, like impulse = (engineForce / wheelRadius) * timeSte...