Search found 15 matches
- Tue May 22, 2018 8:30 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Looking for an old bullet example for a character controller
- Replies: 1
- Views: 2096
Re: Looking for an old bullet example for a character controller
Solved, I think I found it in the 2.82 release.
- Tue May 22, 2018 8:24 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Looking for an old bullet example for a character controller
- Replies: 1
- Views: 2096
Looking for an old bullet example for a character controller
Some time ago, I think before the release of bullet 3, I remember trying out an example that implemented some kind of character controller that could jump around some kind of game level, make of some bare polygons. The character was some kind of capsule or box. I was looking inside the old demo bran...
- Sat Jul 12, 2014 5:41 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: After a certain time, my body goes asleep can't be awaken
- Replies: 2
- Views: 4080
Re: After a certain time, my body goes asleep can't be awake
seems I need to set this object to not deactivate
->setActivationState(DISABLE_DEACTIVATION);
doesn't understand why applying a force doesn't automatically awaken the object
->setActivationState(DISABLE_DEACTIVATION);
doesn't understand why applying a force doesn't automatically awaken the object
- Sat Jul 12, 2014 5:15 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: After a certain time, my body goes asleep can't be awaken
- Replies: 2
- Views: 4080
After a certain time, my body goes asleep can't be awaken
It's active state goes to 2 (ISLAND_SLEEPING).
I apply a force to it, but it doesn't move and doesn't awaken...
("awake", "awaken" I don't know the grammar...)
I apply a force to it, but it doesn't move and doesn't awaken...
("awake", "awaken" I don't know the grammar...)
- Fri Jul 11, 2014 10:03 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Question about the applyforce argument
- Replies: 1
- Views: 3419
Question about the applyforce argument
When I apply a force on a certain point, I guess I don't have to recalculate the point, but do I have to reorient the vector force I want to apply ? For example, if I have a plane and I want to apply a thrust force, do I have to reorient that vector and consider the aircraft orientation ? Or is this...
- Sat Mar 02, 2013 12:04 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: ContactResultCallback::addSingleResult clarification
- Replies: 4
- Views: 7114
Re: ContactResultCallback::addSingleResult clarification
I've inherited ContactResultCallback and overriden addsingleresult, but MSVC 10 still tells me my inherited class is abstract, which was not the case in bullet 2.80.
- Fri Mar 01, 2013 9:49 am
- Forum: Release Announcements
- Topic: Bullet 2.81 Released: Rolling Friction, XML, iOS Neon
- Replies: 5
- Views: 106032
Re: Bullet 2.81 Released: Rolling Friction, XML, iOS Neon
struct char_cbk: public btCollisionWorld :: ContactResultCallback { virtual btScalar addSingleResult(btManifoldPoint &cp, const btCollisionObject *colObj0, int partId0, int index0, const btCollisionObject *colObj1, int partId1, int index1) { if(colObj1==colobj_ground) { strs["dudu"]=T...
- Tue Feb 26, 2013 12:54 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: ContactResultCallback::addSingleResult clarification
- Replies: 4
- Views: 7114
Re: ContactResultCallback::addSingleResult clarification
Thanks a lot, I'm glad to have found this.
Although I wonder if this functionnality really requires an abstract callback, for example if I needed a simple raycast, all I needed was to use the default one, which is already implemented.
Although I wonder if this functionnality really requires an abstract callback, for example if I needed a simple raycast, all I needed was to use the default one, which is already implemented.
- Fri Feb 15, 2013 12:34 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Is it required to inherit to query colision between 2 object
- Replies: 0
- Views: 2392
Is it required to inherit to query colision between 2 object
I'm only using collision detection. I just want to detect a collision between 2 collision objects, one being a sphere, the other a btBvhTriangleMeshShape, so I use contactPairTest(), but I can't find any existing default class which inherit ContactResultCallback. For raycasts I did not need to inher...
- Wed Aug 22, 2012 1:31 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Mac OS X installation nightmare
- Replies: 11
- Views: 15122
Re: Mac OS X installation nightmare
I managed to build it and the example works fine, sorry for spamming this thread :x I'm having trouble linking the libs with my Ogre3D project, I have this error: file was built for archive which is not the architecture being linked (i386). I don't really understand, I tried "standard" or ...
- Mon Aug 20, 2012 4:02 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Mac OS X installation nightmare
- Replies: 11
- Views: 15122
Re: Mac OS X installation nightmare
I installed libtool, automake and autoconf. I tried ./autogen.sh -bash: ./autogen.sh: /bin/sh^M: bad interpreter: No such file or directory I don't really know what to do from here. I guess I should use the repo version to use premake. EDIT: I tried to build from the repo directly running open bulle...
- Thu Aug 16, 2012 4:22 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Mac OS X installation nightmare
- Replies: 11
- Views: 15122
Re: Mac OS X installation nightmare
I don't know if the fix provided here is still valid, but everything build fine in XCode, except the installation where it seems to not have the permission to copy it in /usr/local/lib
What me do ? Should I use automake erwin's solution instead ? Any other new fix since ?
What me do ? Should I use automake erwin's solution instead ? Any other new fix since ?
- Mon Jan 30, 2012 10:12 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Proper way of moving collision shapes
- Replies: 3
- Views: 4674
Proper way of moving collision shapes
I'm just using bullet to detect collisions (btSphereShape) with Ogre3D, but I'm not sure how to move it, should I just use a btWorldTransform, since sphere are just translated each frame ?
- Sun Jan 29, 2012 4:12 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Ogre3D and bullet: plain bullet or OgreBullet ?
- Replies: 2
- Views: 4115
Re: Ogre3D and bullet: plain bullet or OgreBullet ?
So each frame I need to set a new worldtransform ?
- Thu Apr 21, 2011 4:22 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Using bullet and Ogre3D without wrapper
- Replies: 0
- Views: 2108
Using bullet and Ogre3D without wrapper
I'm using Bullet with Ogre3D, followed the tutorials to build and integrate Bullet from scratch, and also integrated the MotionState snippets (http://bulletphysics.org/mediawiki-1.5.8/index.php/MotionStates). The Monkey sample uses Ogrekit, which seems to be quite a huge project and I'm not sure how...