Search found 72 matches
- Mon Jul 06, 2020 8:28 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision between meshes
- Replies: 3
- Views: 7275
Re: Collision between meshes
The GImpact algorithm needs to be explicitly registered: var collisionDispatcher = new CollisionDispatcher(collisionConfiguration); GImpactCollisionAlgorithm.RegisterAlgorithm(collisionDispatcher); Just to confirm what everyone said :) : BvhTriangleMeshShapes work well as static concave or convex sh...
- Wed Apr 08, 2020 9:01 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Add PreConfigured RigidBody To GameObject (Unity3D)
- Replies: 4
- Views: 7140
Re: Add PreConfigured RigidBody To GameObject (Unity3D)
This page describes a few ways to implement collision callbacks:
https://github.com/AndresTraks/BulletSh ... d-Triggers
https://github.com/AndresTraks/BulletSh ... d-Triggers
- Sun Apr 28, 2019 8:42 am
- Forum: General Bullet Physics Support and Feedback
- Topic: planeConstant
- Replies: 1
- Views: 4176
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...
- Wed Jan 02, 2019 7:22 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Linker error vs2017
- Replies: 2
- Views: 4664
Re: Linker error vs2017
Is there a dot after "LinearMath.lib" in the Additional Dependencies list?Daneldio wrote: LinearMath.lib.
btAlignedFreeInternal should be defined in LinearMath.lib.
- Sat Mar 24, 2018 10:53 pm
- Forum: PyBullet Support and Feedback
- Topic: JBullet Basic question
- Replies: 9
- Views: 12591
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...
- 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: 14754
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?
- 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: 6877
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...
- Sun Sep 04, 2016 10:15 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btQuaternion operator*(btQuaternion Q, btVector3 V)
- Replies: 4
- Views: 8056
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...
- 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: 31313
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.
- 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: 31313
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...
- 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: 31313
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.
- Mon Aug 22, 2016 3:28 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Trouble setting up Bullet Physics in Visual Studio 2015
- Replies: 13
- Views: 31313
Re: Trouble setting up Bullet Physics in Visual Studio 2015
What problem are you having?
- Wed May 18, 2016 1:08 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Quaternion changes rotation when initializing
- Replies: 7
- Views: 12810
Re: Quaternion changes rotation when initializing
You can also try switching to double precision (see BT_USE_DOUBLE_PRECISION).
- 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: 4493
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...
- 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: 17256
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...