Search found 32 matches

by nomad
Fri Feb 02, 2007 3:12 pm
Forum: General Bullet Physics Support and Feedback
Topic: Euler angle orientation of a btRigidBody
Replies: 2
Views: 5510

If it's any help, this is how I get Euler angles to use with Irrlicht: void CBulletPhysicsObject::QuaternionToEulerXYZ(const btQuaternion &quat,btVector3 &euler) { f32 w=quat.getW(); f32 x=quat.getX(); f32 y=quat.getY(); f32 z=quat.getZ(); double sqw = w*w; double sqx = x*x; double sqy = y*y...
by nomad
Sun Jan 28, 2007 1:29 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet on XNA
Replies: 61
Views: 566446

Re: Excellent News

starkos wrote:I just want to express my enthusiastic support for this project!
Same from me.
by nomad
Fri Dec 22, 2006 3:19 pm
Forum: Applications, Games, Demos or Movies using Bullet
Topic: Bullet Irrlicht demo
Replies: 7
Views: 20564

Download I've added a window to display some stats, including the btProfiler info. The demo now has wireframe display, aabbs, deactivation of obects (they go a bit darker) and shows Bullet's percentage CPU usage. I implemented the btIDebugDraw interface (obviously), but I didn't use drawLine (since...
by nomad
Wed Dec 20, 2006 10:03 am
Forum: Applications, Games, Demos or Movies using Bullet
Topic: Bullet Irrlicht demo
Replies: 7
Views: 20564

OK, I'll add some debug display options to the demo very soon, and do some simple profiling to measure the graphics vs. physics CPU usage.
by nomad
Tue Dec 19, 2006 11:34 am
Forum: Applications, Games, Demos or Movies using Bullet
Topic: Bullet Irrlicht demo
Replies: 7
Views: 20564

Bullet Irrlicht demo

A small (win32, VC 7.1) demo using Irrlicht. Hit 1-6 to add objects, shoot to remove them. This is a basic framework that demonstrates loading meshes and sharing of various different collision shapes. Also a simple 'hello world' demo to get Irrlicht users started with Bullet. Download http://www.nan...
by nomad
Sat Dec 16, 2006 4:32 pm
Forum: General Bullet Physics Support and Feedback
Topic: Collision with box and mesh
Replies: 14
Views: 16410

It's best to use btTriangleMesh indeed. Bullet used to support 16 bits indices before, it was never used and probably disappeared during refactoring. We can add it back in, if desperately needed. Thanks, but I'll just use btTriangleMeshes - if I need btTriangleIndexVertexArrays, it would probably j...
by nomad
Sat Dec 16, 2006 1:55 pm
Forum: General Bullet Physics Support and Feedback
Topic: Collision with box and mesh
Replies: 14
Views: 16410

I'm curious how the index-layout is of Irrlicht? Can you describe what the incompatibility is? There does seem to be an incompatibility with the index layout in Irrlicht. Irrlicht indices are stored as arrays of unsigned shorts, and Bullet won't accept an index array of 16 bit values. I think there...
by nomad
Tue Dec 12, 2006 4:50 pm
Forum: General Bullet Physics Support and Feedback
Topic: Collision with box and mesh
Replies: 14
Views: 16410

Yes, there are multiple sets of indices and using subparts would solve my problem, i.e. instead of having to extract all the index / vertex data to temporary buffers. There should be no reason why the Irrlicht index / vertex data cannot be used directly. I'll give it a go now I have btTriangleIndexV...
by nomad
Tue Dec 12, 2006 10:38 am
Forum: General Bullet Physics Support and Feedback
Topic: Collision with box and mesh
Replies: 14
Views: 16410

I'm working on a Bullet - Irrlicht demo. It is a basic framework that loads meshes and attaches the main Bullet collision shapes to them, hopefully it will be helpful to Irrlicht users. I thought it would be more efficient to re-use the Irrlicht vertex and index data, when it didn't work I assumed I...
by nomad
Mon Dec 11, 2006 7:19 pm
Forum: General Bullet Physics Support and Feedback
Topic: Collision with box and mesh
Replies: 14
Views: 16410

Re: Collision with box and mesh

Hi Folks, I have used a btTriangleIndexVertexArray object which I put into the contructor of the btBvhTriangleMeshShape object. I had a few problems setting up a btTriangleIndexVertexArray myself. If you've got a working btTriangleIndexVertexArray mesh, I'd be interested to know what values you use...
by nomad
Sat Nov 18, 2006 4:38 pm
Forum: General Bullet Physics Support and Feedback
Topic: Removing a rigid body
Replies: 4
Views: 15319

Re: Removing a rigid body

Erwin Coumans wrote:
Please check out the BasicDemo for the right order to remove things:
What about the btDefaultMotionState pointer (created in DemoApplication::localCreateRigidBody() )?
Shouldn't this also be explicitly deleted?
Thanks.
by nomad
Sat Nov 18, 2006 10:42 am
Forum: General Bullet Physics Support and Feedback
Topic: btConeShape orientation
Replies: 16
Views: 21561

I made it. I corrected btConeShape.cpp to: #ifdef WIN32 //static int coneindices[3] = {1,2,0}; [b]static int coneindices[3] = {2,1,0};[/b] #else static int coneindices[3] = {2,1,0}; #endif Now it is working. In fact cone is vertical (Y) aligned. Its bottom is at zero level.... Yep. Cone is now y-al...
by nomad
Fri Nov 17, 2006 8:07 pm
Forum: General Bullet Physics Support and Feedback
Topic: btConeShape orientation
Replies: 16
Views: 21561

Still sounds like an export issue, but maybe your problem is different to mine. If you can let me have your MAX file (I'm using MAX 7) then I could export it and see how your cone works in my game engine (I use .3ds and .X formats). Or you could try my cone: cone.max
by nomad
Fri Nov 17, 2006 7:17 pm
Forum: General Bullet Physics Support and Feedback
Topic: btConeShape orientation
Replies: 16
Views: 21561

If you are creating the mesh in a graphics program (like 3ds Max) then perhaps the mesh coordinates are not centered about the origin? I had a problem like this with Max, which exports a transformation matrix with the mesh.
by nomad
Fri Nov 17, 2006 6:09 pm
Forum: General Bullet Physics Support and Feedback
Topic: btConeShape orientation
Replies: 16
Views: 21561

Jack wrote:I've made a mesh like on your picture, but it is not working... :(
How exactly is it not working? Is the cone colliding with anything?