Search found 77 matches

by winspear
Fri Jul 25, 2014 3:18 pm
Forum: General Bullet Physics Support and Feedback
Topic: Create same joint in runtime after it is broken?
Replies: 0
Views: 3776

Create same joint in runtime after it is broken?

Hi,
I am creating a hinge joint which can be broken by applying a breaking impulse. Now , I want to add the hinge joint back between the object in runtime. How do I go about it?

Thanks,
W
by winspear
Wed Feb 01, 2012 3:50 pm
Forum: General Bullet Physics Support and Feedback
Topic: How to create a bullet collision shape with mesh file
Replies: 4
Views: 12532

Re: How to create a bullet collision shape with mesh file

Here is how you load a tri mesh in bullet regardless of the format.. btRigidBody* BulletWrap::addTriangleMesh( btVector3 &p0, btVector3 &p1, btVector3 &p2,btVector3 &position, bool useQuantizedBvhTree,btVector3 &inertia, btScalar mass, btScalar restitution, bool collision ) { btT...
by winspear
Wed Feb 01, 2012 3:42 pm
Forum: General Bullet Physics Support and Feedback
Topic: Vertex normal not updated properly in soft bodies.
Replies: 0
Views: 2600

Vertex normal not updated properly in soft bodies.

I made a simple soft body simulation with 3 soft spheres and tried stepping the physics at a high rate. When the soft bodies are rendered with flat face normals,everything looks fine but when I render them with vertex normals, I see some weird artifacts in the rendering. Here is my render function.....
by winspear
Wed Jan 25, 2012 3:44 pm
Forum: General Bullet Physics Support and Feedback
Topic: How to create a bullet collision shape with mesh file
Replies: 4
Views: 12532

Re: How to create a bullet collision shape with mesh file

Meshes can be displayed as concave dynamic, static and convex-decomposed bodies in Bullet. For "dynamic Concave meshes" look at btGImpactMeshShape. For "static mesh objects" , create the mesh using btBvhTriangleMeshShape and use the btCollisionShape to create the btRigidBody. Fin...
by winspear
Tue Jan 24, 2012 9:04 pm
Forum: General Bullet Physics Support and Feedback
Topic: How to adjust softbody parameters on the fly?
Replies: 0
Views: 2774

How to adjust softbody parameters on the fly?

I am currently able to render and run a soft cloth but how do I change the parameters on the fly during the demo. I want to access and change parameters like Linear stiffness, angular stiffness, volume stiffness etc. How do I access and change the material properties of the soft body after its creat...
by winspear
Wed Jan 18, 2012 5:18 pm
Forum: General Bullet Physics Support and Feedback
Topic: How to apply force to soft body?
Replies: 0
Views: 2743

How to apply force to soft body?

How do I apply force and torque to a soft body about its centroid?
by winspear
Wed Jun 15, 2011 9:22 pm
Forum: General Bullet Physics Support and Feedback
Topic: Mark some bodies to react on touch.
Replies: 3
Views: 3901

Re: Mark some bodies to react on touch.

Just use the void pointer available for each body using setUserPointer and getUserPointer. Since it is a a void pointer you can tag the body with anything.
by winspear
Wed Jun 15, 2011 3:18 pm
Forum: General Bullet Physics Support and Feedback
Topic: Motorcycle racing game !
Replies: 0
Views: 2355

Motorcycle racing game !

I am planning to make a motorcycle racing game and want to know how I can adapt the btRaycastvehicle for it. I want to first get the mechanics right , so was wondering if anyone could provide hints.
Any help or advice would be great. :D
by winspear
Mon Jun 13, 2011 9:20 pm
Forum: Applications, Games, Demos or Movies using Bullet
Topic: Motorbike game using Bullet ?
Replies: 1
Views: 6718

Motorbike game using Bullet ?

I know there are many car race games using Bullet. Are there any motorbike games / simulations using bullet ?

Thanks
V
by winspear
Fri Apr 29, 2011 8:20 pm
Forum: General Bullet Physics Support and Feedback
Topic: Changing the step time of individual objects
Replies: 1
Views: 2454

Re: Changing the step time of individual objects

I would also like to know the answer to this question. Anyone got the answer ???
by winspear
Sat Apr 16, 2011 10:59 pm
Forum: General Bullet Physics Support and Feedback
Topic: Soft body angular factor?
Replies: 4
Views: 4990

Re: Soft body angular factor?

I know the answer to the softbody problem that dphil mentions here. You dont have to increase damping to solve this. All you have to do is to set the proper number of clusters that are used to solve the soft body. You have to figure this out based on the number of nodes and elements a soft body cont...
by winspear
Wed Apr 13, 2011 10:11 pm
Forum: General Bullet Physics Support and Feedback
Topic: Free and Un-Freeze rigid bodies on the fly !!
Replies: 4
Views: 4293

Re: Free and Un-Freeze rigid bodies on the fly !!

When I try to un-freeze it, it still acts as a static body i.e. applying force has no effect on the object.
by winspear
Wed Apr 13, 2011 9:55 pm
Forum: General Bullet Physics Support and Feedback
Topic: Free and Un-Freeze rigid bodies on the fly !!
Replies: 4
Views: 4293

Re: Free and Un-Freeze rigid bodies on the fly !!

Are you sure this works for you because I tried it, I was able to freeze it but was not able to un-freeze my object later during the simulation.
by winspear
Wed Apr 13, 2011 7:05 pm
Forum: General Bullet Physics Support and Feedback
Topic: Free and Un-Freeze rigid bodies on the fly !!
Replies: 4
Views: 4293

Free and Un-Freeze rigid bodies on the fly !!

Is there any good function to freeze and un-freeze rigid bodies on the fly?
In Nvidia Physx, you can set the body flag to be NX_BODY_FROZEN and it will just freeze.
I am looking for a similar feature in Bullet. What is it?

Thanks
by winspear
Tue Apr 12, 2011 8:18 pm
Forum: General Bullet Physics Support and Feedback
Topic: Random mesh collision. [Solved]
Replies: 4
Views: 3884

Re: Random mesh collision.

Just get the pointer to vertex indices and pointer to vertices and pass it to the following function. m_world is nothing but pointer to btDynamicsWorld. Hope this helps. btRigidBody* addConcaveMesh(int numTriangles, int *indices, int numVertices, float *verts, btVector3 &position, btVector3 &...