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;
Search found 28 matches
- Mon Apr 12, 2010 8:37 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Moving dynamic body
- Replies: 2
- Views: 2422
- 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...
- 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.
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.
- 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.
this is explained in bullet manual in details.
BR.
- 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.
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.
- 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.
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.
- 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...
- 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.
why isn't your destructor virtual?
BR.
- 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,...
- 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.
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.
- 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.
could you please paste the code of your wheels creation? Have you created the vehicle first?
BR.
- 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(...
- 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 ...
- 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...
- 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...