Search found 15 matches

by jokooon
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...
by jokooon
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
by jokooon
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...)
by jokooon
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...
by jokooon
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.
by jokooon
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...
by jokooon
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.
by jokooon
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...
by jokooon
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 ...
by jokooon
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...
by jokooon
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 ?
by jokooon
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 ?
by jokooon
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 ?
by jokooon
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...