Search found 20 matches

by 3DModelerMan
Tue Oct 22, 2013 12:46 am
Forum: General Bullet Physics Support and Feedback
Topic: Efficient partial soft bodies
Replies: 1
Views: 2502

Efficient partial soft bodies

I've been playing around with soft body physics and I was wondering what the most efficient way to simulate soft body physics for only part of a mesh would be (a character for example). For now I've only got soft bodies implemented for entire meshes, not parts of the mesh. Is there anyone here who h...
by 3DModelerMan
Tue Feb 14, 2012 4:16 am
Forum: General Bullet Physics Support and Feedback
Topic: Debug drawer only draws diamonds when I want spheres?
Replies: 2
Views: 2729

Re: Debug drawer only draws diamonds when I want spheres?

Thanks. I'll implement that one too and see if I can get it working.
by 3DModelerMan
Tue Feb 14, 2012 2:55 am
Forum: General Bullet Physics Support and Feedback
Topic: Debug drawer only draws diamonds when I want spheres?
Replies: 2
Views: 2729

Debug drawer only draws diamonds when I want spheres?

I implemented the btIDebugDraw interface and it works. I got lines rendering, and boxes look fine. The problem is that when I add a sphere, the sphere is drawn as a diamond even tghough I emplemented a drawSphere function. Is there a flag somewhere that switches whether to use the default sphere dra...
by 3DModelerMan
Tue Feb 15, 2011 2:32 pm
Forum: General Bullet Physics Support and Feedback
Topic: ApplyTorque doesn't work
Replies: 0
Views: 1369

ApplyTorque doesn't work

I'm trying to use applyTorque to rotate an object, but it doesn't work at all. I can use setAngularVelocity to do it and it works fine. Here's the code I use to create my rigidBody: irr::core::vector3df P = actor->getPosition(); //Body construction info btRigidBody::btRigidBodyConstructionInfo ci(0,...
by 3DModelerMan
Thu Feb 03, 2011 9:37 pm
Forum: General Bullet Physics Support and Feedback
Topic: How to tell if an object is on the ground
Replies: 2
Views: 1772

Re: How to tell if an object is on the ground

My ground isn't just a plane though, it's a terrain. I need to know if the object is on the terrain within a maximum angle.
by 3DModelerMan
Thu Feb 03, 2011 2:35 pm
Forum: General Bullet Physics Support and Feedback
Topic: How to tell if an object is on the ground
Replies: 2
Views: 1772

How to tell if an object is on the ground

How can I test if an object is on the ground? Just a normal rigid body.
by 3DModelerMan
Fri Oct 22, 2010 1:52 pm
Forum: General Bullet Physics Support and Feedback
Topic: Flags not changing anything.
Replies: 0
Views: 1383

Flags not changing anything.

Hi I have this code, //Body construction info btRigidBody::btRigidBodyConstructionInfo ci(0, 0, 0); ci.m_collisionShape = shape; ci.m_startWorldTransform.setOrigin(btVector3(P.X, P.Y, P.Z) ); ci.m_motionState = new CActorMotionState(character); ci.m_mass = mass; ci.m_friction = 0; ci.m_restitution =...
by 3DModelerMan
Fri Oct 15, 2010 1:56 pm
Forum: General Bullet Physics Support and Feedback
Topic: Kinematic rigid body collisions.
Replies: 1
Views: 1441

Kinematic rigid body collisions.

Hi, I was reading through the manual, and in the kinematic rigid bodies part, it says that kinematic bodies will collide with dynamic rigid bodies and push them away but will not be pushed around themselves. I had some questions: 1. will dynamic rigid bodies bounce off of the kinematic one if they f...
by 3DModelerMan
Tue Dec 22, 2009 1:22 am
Forum: General Bullet Physics Support and Feedback
Topic: How to get pathfinding libraries to work?
Replies: 1
Views: 2229

How to get pathfinding libraries to work?

How do you integrate pathfinding libraries with physics? I need to be able to use Bullet, but I also need to use some sort of pathfinding library. What do you do to have physics controlled characters move on the path?
by 3DModelerMan
Sat Dec 05, 2009 1:18 am
Forum: General Bullet Physics Support and Feedback
Topic: Trials HD animation engine.
Replies: 0
Views: 1116

Trials HD animation engine.

Does anyone know what the animation engine in Trials HD for XBox 360 was? I need to find a good animation engine to use with bullet.
by 3DModelerMan
Mon Nov 30, 2009 1:14 am
Forum: General Bullet Physics Support and Feedback
Topic: Attaching ragdoll parts.
Replies: 0
Views: 1085

Attaching ragdoll parts.

Is it possible to attach parts of a ragdoll skeleton to other objects? I want to have a kindof harpoon spear firing device in my game that will need to be grabbed by it's handles and moved to aim. And it would need to get the arms to match up to the handles. Then I would move the character and the a...
by 3DModelerMan
Sun Nov 08, 2009 11:35 pm
Forum: Physics authoring tools, serialization, standards and related topics
Topic: Loading meshes from a file.
Replies: 1
Views: 2746

Loading meshes from a file.

How can I load a btTriangle mesh from a file? I searched around and couldn't find anything on it. Does Bullet load .obj or .b3d?
by 3DModelerMan
Sun Nov 08, 2009 2:45 pm
Forum: General Bullet Physics Support and Feedback
Topic: Crash initializing bullet.
Replies: 1
Views: 1275

Re: Crash initializing bullet.

Never mind. I found the problem.
by 3DModelerMan
Sat Nov 07, 2009 10:55 pm
Forum: General Bullet Physics Support and Feedback
Topic: Crash initializing bullet.
Replies: 1
Views: 1275

Crash initializing bullet.

m_CollisionConfiguration = new btDefaultCollisionConfiguration(); m_Dispatcher = new btCollisionDispatcher(m_CollisionConfiguration);//CRASH!!!! m_OverlappingPairCache = new btDbvtBroadphase(); m_Solver = new btSequentialImpulseConstraintSolver; m_World = new btDiscreteDynamicsWorld(m_Dispatcher,m_...
by 3DModelerMan
Sat Nov 07, 2009 3:32 am
Forum: General Bullet Physics Support and Feedback
Topic: Cloth collision question.
Replies: 0
Views: 990

Cloth collision question.

How is cloth handled in the collision? Is suitable for a cape? Or is it per-vertex like the nVidia PhysX cloth?