Search found 21 matches
- Thu Nov 25, 2021 9:34 am
- Forum: General Bullet Physics Support and Feedback
- Topic: 2000 rigidbodies optimization
- Replies: 0
- Views: 20575
2000 rigidbodies optimization
In my scenario, there are about 2,000 identical rigidbodies, laid out in 4 layers, each with about 500 of them, remaining stationary. When the character approaches the rigidbody, a rigidbody movement, 2000 rigidbodies collisions are activated, the system becomes very stuck, how to optimize? The code...
- Mon Jul 12, 2010 2:05 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Render my demo in MFC Window
- Replies: 0
- Views: 5463
Render my demo in MFC Window
Hi , I am a student using BULLET, I found that the BULLET window is created by glut(OpenGl), now I want my Demo to show in the MFC window. I mean that I want my "boxes", my "cylinder" and my "constraint" in BULLET to show in MFC window. PPS: I have added BULLET in a MFC...
- Tue Mar 23, 2010 3:44 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Can Rigidbodies Turn Around on an Axis of Local Coordinate ?
- Replies: 3
- Views: 4682
Re: Can Rigidbodies Turn Around on an Axis of Local Coordinate ?
If you want to apply a local torque, you need to transform the local torque (or force) into world torque. This can be done by pre-multiplying by the orientation (or post multiply by its inverse): btVector3 worldTorque = body->getWorldTransform().getBasis() * localTorque; or btVector3 worldTorque = ...
- Mon Mar 22, 2010 1:32 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Can Rigidbodies Turn Around on an Axis of Local Coordinate ?
- Replies: 3
- Views: 4682
Re: Can Rigidbodies Turn Around on an Axis of Local Coordinate ?
Hello, everyone. The rigidbodies can turn around on an axis of world coordinate when btRigidBody::applyTorque is called, now the rigidbodies are expected to turn around on an axis of local coordinate, so how can I realize it? Thank you. Your suggestions will be greatly appreciated Jet Anybody know ...
- Sun Mar 21, 2010 3:06 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Can Rigidbodies Turn Around on an Axis of Local Coordinate ?
- Replies: 3
- Views: 4682
Can Rigidbodies Turn Around on an Axis of Local Coordinate ?
Hello, everyone. The rigidbodies can turn around on an axis of world coordinate when btRigidBody::applyTorque is called, now the rigidbodies are expected to turn around on an axis of local coordinate, so how can I realize it?
Thank you. Your suggestions will be greatly appreciated
Jet
Thank you. Your suggestions will be greatly appreciated
Jet
- Fri Mar 12, 2010 3:59 am
- Forum: General Bullet Physics Support and Feedback
- Topic: collision between softbody and rigidbody
- Replies: 11
- Views: 17676
Re: collision between softbody and rigidbody
If you create multiple bodies in the same position. This is a problem.. Create a rigid body at default and move it before startin the simulation. The reason that all the bodies go flying off is that once you start running the overlapping bodies all have force acting on them from their respective pe...
- Wed Feb 24, 2010 3:19 am
- Forum: General Bullet Physics Support and Feedback
- Topic: collision between softbody and rigidbody
- Replies: 11
- Views: 17676
Re: collision between softbody and rigidbody
I cant run your demo seems to crash. However i had similar problems. it seems that if you change the default position and orientation of the rigid body before attaching to the world you will have problems. therefore leave default position and orientation of the rigidbody add it to the world. Then u...
- Tue Feb 02, 2010 6:34 am
- Forum: General Bullet Physics Support and Feedback
- Topic: collision between softbody and rigidbody
- Replies: 11
- Views: 17676
Re: collision between softbody and rigidbody
Hi: you should config the collision algo like this: psb->m_cfg.collisions = btSoftBody::fCollision::CL_SS+ btSoftBody::fCollision::CL_RS; You can take bullet's softbody demo for a reference Sorry to disturb you again, I added that already. Here is my code for creating the softbody setPedMash();//th...
- Mon Feb 01, 2010 2:16 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: collision between softbody and rigidbody
- Replies: 11
- Views: 17676
Re: collision between softbody and rigidbody
Yes ,because Bullet only test softbody's vertex with rigid body for collision detection. So it will be easy for a rigid body's corner to penetrate to a softbody's face. Even worth the rigid body with small size will pass through a soft body's face. But when use Cluster ,bullet will treate the sofrb...
- Mon Feb 01, 2010 6:23 am
- Forum: General Bullet Physics Support and Feedback
- Topic: collision between softbody and rigidbody
- Replies: 11
- Views: 17676
Re: collision between softbody and rigidbody
Hi, Thank you very much for your reply. The softbody looks like a rigidbody can be received, so can you tell me some more infomation? Thank you!fishboy82 wrote:Use Cluster can avoid this problem but this will make the soft body looks like more rigid.....
- Sun Jan 31, 2010 8:47 am
- Forum: General Bullet Physics Support and Feedback
- Topic: collision between softbody and rigidbody
- Replies: 11
- Views: 17676
Re: collision between softbody and rigidbody
Hello, everyone! When the rigidbody collides with a softbody, it often penetrate the softbody, which isn't expected to happen in BULLET :? ! so how can I avoid it? Thank you! Jet IS THERE ANYBODY KNOWS ABOUT IT? IT SEEMS THAT I SHOULD SOLVE THE PROBLEM MYSELY BY MODIFYING THE COLLISOIN ARITHMETIC!
- Thu Jan 28, 2010 1:09 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: collision between softbody and rigidbody
- Replies: 11
- Views: 17676
collision between softbody and rigidbody
Hello, everyone! When the rigidbody collides with a softbody, it often penetrate the softbody, which isn't expected to happen in BULLET ! so how can I avoid it? Thank you!
Jet
Jet
- Thu Jan 21, 2010 1:44 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Bug of btSliderConstraint ???
- Replies: 2
- Views: 3454
Re: Bug of btSliderConstraint ???
Can you reproduce this in the Bullet/Demos/ConstraintDemo and attach a working/compiling zipped reproduction case? Thanks, Erwin Hi, I have reproduce btSliderConstraint in the Bullet/Demos/ConstraintDemo and the body still only slide right and left. The following is what I did: I added the followin...
- Wed Jan 20, 2010 2:56 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Bug of btSliderConstraint ???
- Replies: 2
- Views: 3454
Bug of btSliderConstraint ???
Hi , everyone, I am using bullet, and find a strange phenomena. I set btSliderConstraint between a btCompoundShape and a small btCylinderShapeX. The btCylinderShapeX is expected to move up and down(Y axes) or back and forth(Z axes) in the Constrain, but it only moves right and left(X axes). so how c...
- Wed Jan 20, 2010 2:42 am
- Forum: General Bullet Physics Support and Feedback
- Topic: wheel btRaycastVehicle
- Replies: 2
- Views: 3377
Re: wheel btRaycastVehicle
Hi, could you please paste the code of your wheels creation? Have you created the vehicle first? BR. Hi, Thank you very much! I have solved my problems. I have not set proper parameters to my wheels, so it went through the ground. Now I correct these parameters, and the wheels do as my expectation!...