Search found 70 matches

by anthrax11
Sun Apr 28, 2019 8:42 am
Forum: General Bullet Physics Support and Feedback
Topic: planeConstant
Replies: 1
Views: 330

Re: planeConstant

The plane normal represents the angle at which the plane lies. The plane constant lets you move the plane along the plane normal. The magnitude of the plane normal does not affect anything about the plane, only the direction is considered. Assuming your coordinate system is Y-up, if you set planeNor...
by anthrax11
Wed Jan 02, 2019 7:22 am
Forum: General Bullet Physics Support and Feedback
Topic: Linker error vs2017
Replies: 2
Views: 634

Re: Linker error vs2017

Daneldio wrote: LinearMath.lib.
Is there a dot after "LinearMath.lib" in the Additional Dependencies list?

btAlignedFreeInternal should be defined in LinearMath.lib.
by anthrax11
Sat Mar 24, 2018 10:53 pm
Forum: PyBullet Support and Feedback
Topic: JBullet Basic question
Replies: 9
Views: 1836

Re: JBullet Basic question

Regarding the original question, if you need to move the ground, use a large BoxShape instead of the StaticPlaneShape. Use a mass of 0 and set the KinematicObject collision flag for the body to make it a static kinematic object (movable, but not affected by other bodies). You'd have to measure the p...
by anthrax11
Wed Oct 11, 2017 7:47 pm
Forum: General Bullet Physics Support and Feedback
Topic: Cant build bullet with USE_MSVC_RUNTIME_LIBRARY_DLL falg.
Replies: 8
Views: 4050

Re: Cant build bullet with USE_MSVC_RUNTIME_LIBRARY_DLL falg

Why not use a second build folder for the examples where you don't set USE_MSVC_RUNTIME_LIBRARY_DLL?
by anthrax11
Sun Aug 13, 2017 3:51 pm
Forum: General Bullet Physics Support and Feedback
Topic: FPS drop from CollisionObjects even with disabled simulation
Replies: 4
Views: 1810

Re: FPS drop from CollisionObjects even with disabled simula

Hi thanks for the suggestion, but I couldn't find this property (or anything similar to it) not in RigidBody, CollisionObject or CollisionShape.. Maybe its deprecated or unsupported in BulletSharp? ForceUpdateAllAabbs is a property of CollisionWorld in all versions of BulletSharp. Look again. :) dy...
by anthrax11
Sun Sep 04, 2016 10:15 am
Forum: General Bullet Physics Support and Feedback
Topic: btQuaternion operator*(btQuaternion Q, btVector3 V)
Replies: 4
Views: 2530

Re: btQuaternion operator*(btQuaternion Q, btVector3 V)

This page explains why multiplication is not enough to rotate a vector by a quaternion. The rotation you need (q*v*q^-1) is defined in the quatRotate function in btQuaternion.h. It should really be btQuaternion::rotate(btVector3 v), but Erwin will probably be opposed to cleaning up the codebase bec...
by anthrax11
Sat Aug 27, 2016 9:21 pm
Forum: General Bullet Physics Support and Feedback
Topic: Trouble setting up Bullet Physics in Visual Studio 2015
Replies: 13
Views: 7011

Re: Trouble setting up Bullet Physics in Visual Studio 2015

I added this info to the tutorial. It should be useful for others as well.
by anthrax11
Sat Aug 27, 2016 7:45 pm
Forum: General Bullet Physics Support and Feedback
Topic: Trouble setting up Bullet Physics in Visual Studio 2015
Replies: 13
Views: 7011

Re: Trouble setting up Bullet Physics in Visual Studio 2015

That's the part in the tutorial about the C++ runtime library. The linker is trying to link together the application (BulletTest.obj) and the three files from Bullet (BulletCollision.lib, BulletDynamics.lib, LinearMath.lib). Since USE_MSVC_RUNTIME_LIBRARY_DLL is not specified, the Bullet libraries r...
by anthrax11
Thu Aug 25, 2016 8:03 pm
Forum: General Bullet Physics Support and Feedback
Topic: Trouble setting up Bullet Physics in Visual Studio 2015
Replies: 13
Views: 7011

Re: Trouble setting up Bullet Physics in Visual Studio 2015

Looks like a linker error, so make sure you added BulletCollision, BulletDynamics and LinearMath to your solution and added a reference from the test app to all three of them. Also check that you didn't use Bullet3Collision or Bullet3Dynamics.
by anthrax11
Wed May 18, 2016 1:08 pm
Forum: General Bullet Physics Support and Feedback
Topic: Quaternion changes rotation when initializing
Replies: 7
Views: 3064

Re: Quaternion changes rotation when initializing

You can also try switching to double precision (see BT_USE_DOUBLE_PRECISION).
by anthrax11
Sat Apr 30, 2016 7:10 pm
Forum: General Bullet Physics Support and Feedback
Topic: Best Practices for converting matrices to transforms
Replies: 1
Views: 1207

Re: Best Practices for converting matrices to transforms

In BulletSharp, BTTRANSFORM_TRANSPOSE is used to convert matrices from row-major order to column-major order and vice versa when interfacing with Bullet. This is necessary only if the Matrix class in the targeted graphics framework has a different arrangement than the btTransform matrix in Bullet. A...
by anthrax11
Tue Apr 19, 2016 9:57 pm
Forum: General Bullet Physics Support and Feedback
Topic: [solved] softbody java native binding, btAligned problem
Replies: 8
Views: 3238

Re: softbody java native binding, btAligned problem

Yes, that is correct. SoftPhysicsJoint should only delete the joint if it's not in m_joints, otherwise ~btSoftBody will delete it, as you said. The API is designed such that joints are both created and added with appendAngularJoint and are never removed. That way the memory is always handled by Bull...
by anthrax11
Tue Apr 19, 2016 1:16 pm
Forum: General Bullet Physics Support and Feedback
Topic: [solved] softbody java native binding, btAligned problem
Replies: 8
Views: 3238

Re: softbody java native binding, btAligned problem

Can you show how you set up the softbodies in Java?

~btSoftBody also cleans up clusters, materials and joints, so maybe there is a Java object that wraps one of them, loses scope and gets cleaned up by the GC too soon?
by anthrax11
Mon Apr 18, 2016 10:58 am
Forum: General Bullet Physics Support and Feedback
Topic: [solved] softbody java native binding, btAligned problem
Replies: 8
Views: 3238

Re: softbody java native binding, btAligned problem

Could the finalize method of the Java object be called twice? If so, you can either: 1) use a boolean value to say that the native object was deleted and not call delete a second time or 2) set the pointer to the native object to 0, in which case the C++ delete operator does nothing if you try to de...