Search found 28 matches

by mako90
Mon Apr 12, 2010 8:37 am
Forum: General Bullet Physics Support and Feedback
Topic: Moving dynamic body
Replies: 2
Views: 2422

Re: Moving dynamic body

Hi,
I suppose, you should make something like this:

for body in bodies do:
body->setVelocity;
body->setTorque;
body->setImpulse;

btPhysics->stepSimulation;

for body in bodies do:
body->getVelocity;
body->getTorque;
body->getImpulse;
by mako90
Fri Feb 05, 2010 8:44 am
Forum: General Bullet Physics Support and Feedback
Topic: Collision advice
Replies: 3
Views: 6472

Re: Collision advice

Hi, yes, you are right about bullet. But the point is that it's really too complicated. The collision system involves creation of bodies, their form, location, weight, velocities, the size of the world, etc. are considered when collisions are detected. All this involves sophisticated mathematics cal...
by mako90
Fri Feb 05, 2010 8:25 am
Forum: General Bullet Physics Support and Feedback
Topic: Overlapping/interpenetrating rigid bodies
Replies: 3
Views: 4572

Re: Overlapping/interpenetrating rigid bodies

Hi,
I suppose, you want to make some kind of explosion. Anyway, I would say, that as it's impossible in nature for rigid bodies to overlap, it's not the point the bullet developers are applying their affords.

BR.
by mako90
Wed Feb 03, 2010 7:38 am
Forum: General Bullet Physics Support and Feedback
Topic: Help! Problems with librarys Visual Studio
Replies: 2
Views: 5651

Re: Help! Problems with librarys Visual Studio

Hi,
this is explained in bullet manual in details.

BR.
by mako90
Wed Feb 03, 2010 7:34 am
Forum: General Bullet Physics Support and Feedback
Topic: Overlapping/interpenetrating rigid bodies
Replies: 3
Views: 4572

Re: Overlapping/interpenetrating rigid bodies

Hi,
I suppose, you should try the ConvexDecompositionDemo (you can find it on this forum). What behavior do you expect the overlapping bodies to have?

BR.
by mako90
Wed Feb 03, 2010 7:31 am
Forum: General Bullet Physics Support and Feedback
Topic: Collision advice
Replies: 3
Views: 6472

Re: Collision advice

Hi,
I think, it would be easier and more performance tolerant not to use bullet for such a job. Why don't you remember the coordinated of all the mines and check: for mine in mines do: if character.location = mine.location: boom!!!;

BR.
by mako90
Tue Feb 02, 2010 12:20 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet dynamicsWorld Error
Replies: 1
Views: 2374

Re: Bullet dynamicsWorld Error

Hi, how do you actually call this method? physics=new Physics(); You should put this in physics.h #include <btBulletDynamicsCommon.h> class Physics { public: Physics(); ~Physics(); int maxProxies; btAxisSweep3* broadphase; btDefaultCollisionConfiguration* collisionConfiguration; btCollisionDispatche...
by mako90
Tue Jan 19, 2010 8:16 am
Forum: General Bullet Physics Support and Feedback
Topic: Runtime error when deleting dynamicsWorld...
Replies: 9
Views: 7297

Re: Runtime error when deleting dynamicsWorld...

Hi,
why isn't your destructor virtual?

BR.
by mako90
Mon Jan 18, 2010 4:34 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet on Qt
Replies: 5
Views: 8086

Re: Bullet on Qt

Hi, does the error log change when the order or libraries changes? The issue may be that QT does not link the bullet libraries properly. You may also try to link this way: LIBS += c:/bullet/lib/BulletSoftBody c:/bullet/lib/BulletDynamics c:/bullet/lib/BulletCollision c:/bullet/lib/LinearMath Please,...
by mako90
Mon Jan 18, 2010 1:14 pm
Forum: General Bullet Physics Support and Feedback
Topic: Not rounded shapes (using DemoApplication class)
Replies: 2
Views: 3386

Re: Not rounded shapes (using DemoApplication class)

Hi,
where did you get that mesh? Looks like it's been imported from some 3D program or created by points.
Have you used btCylinderShape for creating the shape?

BR.
by mako90
Mon Jan 18, 2010 9:36 am
Forum: General Bullet Physics Support and Feedback
Topic: wheel btRaycastVehicle
Replies: 2
Views: 3384

Re: wheel btRaycastVehicle

Hi,
could you please paste the code of your wheels creation? Have you created the vehicle first?

BR.
by mako90
Mon Jan 18, 2010 9:22 am
Forum: General Bullet Physics Support and Feedback
Topic: collision problem
Replies: 3
Views: 4095

Re: collision problem

static btQuaternion sq(btVector3(1,0,0), DEGTORAD/10); btTransform t = rbodyWoodBox.GetWorldTransform(); t.setRotation(t.getRotation() * sq); rbodyWoodBox.SetWorldTransform(t); rbodyBall.Activate(); btVector3 EulerRotation; QuaternionToEuler(t.getRotation(), EulerRotation); nodeWoodBox->setRotation(...
by mako90
Mon Jan 18, 2010 9:12 am
Forum: General Bullet Physics Support and Feedback
Topic: Bullet on Qt
Replies: 5
Views: 8086

Re: Bullet on Qt

Hi, have you tried to use this linking options? LIBS += c:/bullet/lib/BulletSoftBody.lib c:/bullet/lib/BulletDynamics.lib c:/bullet/lib/BulletCollision.lib c:/bullet /lib/LinearMath.lib This is from the manual, try this order: Required libraries: libbulletdynamics, libbulletcollision, libbulletmath ...
by mako90
Thu Jan 14, 2010 7:06 pm
Forum: General Bullet Physics Support and Feedback
Topic: Way for reusing bullets collision lib for different purpose?
Replies: 5
Views: 5671

Re: Way for reusing bullets collision lib for different purpose?

Hi, I thought that <pre>gContactDestroyedCallback This is called immediately after the contact point is destroyed. typedef bool (*ContactDestroyedCallback)( void* userPersistentData);</pre> is the solition. If I'm correct, this is the function called when the collision is destroyed. Does the ball to...
by mako90
Thu Jan 14, 2010 10:18 am
Forum: General Bullet Physics Support and Feedback
Topic: btRaycastVehicle dirft issues
Replies: 2
Views: 3371

Re: btRaycastVehicle dirft issues

Hi, what kind of vehicle simulation do you use? I hope that for btRaycastVehicle playing with this parameters is going to help you. btVehicleTuning() :m_suspensionStiffness(btScalar(5.88)), m_suspensionCompression(btScalar(0.83)), m_suspensionDamping(btScalar(0.88)), m_maxSuspensionTravelCm(btScalar...