Thanks!
I'll try it out.
Search found 39 matches
- Tue Feb 26, 2013 1:40 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Spring Constraint problem
- Replies: 2
- Views: 3235
- Tue Feb 05, 2013 5:29 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Spring Constraint problem
- Replies: 2
- Views: 3235
Spring Constraint problem
Hi, I am trying to connect two bodies (one static and one dynamic) using a spring in Bullet. I am using the btGeneric6DofSpringCOnstraint. The dynamic body hangs from the static body. During the simulation, I am changing the mass of the dynamic body: btVector3 localInertia; btb->getCollisionShape()-...
- Thu Jun 28, 2012 9:41 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Substitute rigid body simulation?
- Replies: 2
- Views: 2809
Re: Substitute rigid body simulation?
I though of inheriting from btRigidBody, but the problem is that the methods of btRigidBody are not virtual, so my methods are not being called.
Any suggestions?
Any suggestions?
- Thu Jun 28, 2012 10:31 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Substitute rigid body simulation?
- Replies: 2
- Views: 2809
Re: Substitute rigid body simulation?
Anyone?
I just want to compare different integration algorithms (explicit euler, implicit, runge-kutta, etc)
I just want to compare different integration algorithms (explicit euler, implicit, runge-kutta, etc)
- Tue Jun 26, 2012 4:00 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Create a movie
- Replies: 0
- Views: 2150
Create a movie
Hi, I am trying to make a movie from my bullet demo. To do that, I want to store an image every timestep, and create a movie using ffmpeg. I need the simulation to advance only one step at a time. For that, I am doing m_dynamicsWorld->stepSimulation(0.005,0); And after that, I store the scenario (I ...
- Mon Jun 25, 2012 1:44 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Substitute rigid body simulation?
- Replies: 2
- Views: 2809
Substitute rigid body simulation?
Hi,
I want to create my own rigid body simulation algorithm. Is there a way to replace the btrigidbody integration with mine, but still maintaining the rest of the simulation (collision detection, contact response, etc) ?
Thanks!
I want to create my own rigid body simulation algorithm. Is there a way to replace the btrigidbody integration with mine, but still maintaining the rest of the simulation (collision detection, contact response, etc) ?
Thanks!
- Mon Jun 25, 2012 1:41 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Resetting scene
- Replies: 3
- Views: 4942
Re: Resetting scene
Wow, after so many days I wasn't expecting any answers.
Thanks! I'll try it out tonight, and post the result.
Thanks! I'll try it out tonight, and post the result.
- Wed May 23, 2012 9:45 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Resetting scene
- Replies: 3
- Views: 4942
Resetting scene
I'm trying to reset a scene without deleting the whole scene and creating it again. The problem is that the simulation is different every time I reset it. What I've done is this: for(;it!=bodies.end();++it) { btRigidBody *bb = (btRigidBody*)(*it)->physicsBody; //m_dynamicsWorld->removeRigidBody(bb);...
- Sat May 12, 2012 10:44 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Penetration with btConvexTriangleMeshShape
- Replies: 0
- Views: 2186
Penetration with btConvexTriangleMeshShape
Hi, I have a simulation where a bunny falls to the floor, which is defined by a very big box. The collision shape of the bunny is created with btConvexTriangleMeshShape. Still, sometimes the ears and head of the bunny penetrate the floor, even when the bunny is resting on the floor. How can I avoid ...
- Fri Feb 03, 2012 3:13 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Dropping an object from different heights
- Replies: 8
- Views: 9265
Re: Dropping an object from different heights
I used the splitImpulse mi076 said, and modified btSequentialImpulseContraintSolver.cpp so it does not take the penetration into account to calculate the impulse. So what it is doing now is only calculate the impulse using the velocity the object has. It hasn't totally fix the problem, but the impul...
- Fri Jan 27, 2012 5:29 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Dropping an object from different heights
- Replies: 8
- Views: 9265
Re: Dropping an object from different heights
wow, I didn't know it was going to be that complicated. You are right, I am trying to get scientific data for my application.
I'll look into the function.
Thanks!!
I'll look into the function.
Thanks!!
- Fri Jan 27, 2012 5:15 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Dropping an object from different heights
- Replies: 8
- Views: 9265
Re: Dropping an object from different heights
That is what I tried. I get the same results.
- Fri Jan 27, 2012 5:03 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Dropping an object from different heights
- Replies: 8
- Views: 9265
Re: Dropping an object from different heights
How should I measure to get the correct answer? How can I activate ccd so that I get always the correct impulses? (greater if the object is dropped from a higher height) By the way, I don't care if the simulation is slow. If reducing the time step would help me, I would, but I tried that and I get t...
- Fri Jan 27, 2012 10:59 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Dropping an object from different heights
- Replies: 8
- Views: 9265
Dropping an object from different heights
Hi everybody, I'm trying to do a demo in which I drop a box from different heights, and I extract the impulse generated. The problem I am having is that if I drop the box from 23 meters it generates more impulse than if I drop it from 24. Here is the demo I am using, and some data I found: height: 2...
- Wed Jan 25, 2012 9:35 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Contact point changes depending on height
- Replies: 18
- Views: 16310
Re: Contact point changes depending on height
Hey xexuxjy, you're the man! That was very helpful!! Setting At to a specific value fixed the problem I had with same simulation, different forces. But I still get higher forces with lower heights. Here is an example: height: 23 mp[0] dis [-0.10828] imp [7.79799] at [0.0007] mp[1] dis [-0.10828] imp...