Search found 65 matches
- Tue Jan 07, 2014 12:36 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btCompoundShape problem?
- Replies: 6
- Views: 11480
Re: btCompoundShape problem?
if the problem is in the drawing: I've recently updated my local bullet with a child-drawing function myself and it seems to work (tested only locally and with forklift demo) http://img202.imageshack.us/img202/7682/7tog.png if (colObj->getCollisionShape()->isCompound() ) { btCompoundShape * compound...
- Wed Dec 04, 2013 2:12 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: The equations Bullet Physics uses for solving physics system
- Replies: 1
- Views: 3835
Re: The equations Bullet Physics uses for solving physics sy
f = m * a On a more serious note, you will simply have to dig through the manual, wiki and source code. Bullet uses a number of different narrowphase solvers if I'm not mistaking. Bullet consists (among others) out of BulletCollision for the collision detection and BulletDynamics/BulletSoftBody for ...
- Fri Nov 29, 2013 2:22 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Compound Objects: Get colliding child-shape's userdata.
- Replies: 0
- Views: 4568
Compound Objects: Get colliding child-shape's userdata.
Hi All, I have a compound shape with a bunch of child shapes, for each child-shape I also attach a small user data object containing some specific data for that child shape. As an (simplified..) example , imagine a compound shape made out of 4 tiles. Each tiles has some user data value giving a cert...
- Mon Jun 25, 2012 12:37 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Randomization (repeatability)
- Replies: 1
- Views: 3399
Re: Randomization (repeatability)
Yes, it is deterministic (ie, given the same situation and input you should get the same result)
To randomize it, just randomize the input, in this case the forces applied to the dice
To randomize it, just randomize the input, in this case the forces applied to the dice
- Fri Jun 08, 2012 8:20 am
- Forum: General Bullet Physics Support and Feedback
- Topic: convex hull collision shape is larger than model
- Replies: 6
- Views: 9361
Re: convex hull collision shape is larger than model
Nope, that has nothing to do with the scaling. Internally (in Bullet) but rather how osgBullet converts a bullet cylinder. In osgNodeFromBtCollisionShape( const btCylinderShape * btCylinder, const btTransform& trans ) the detail ratio is set to .2f You can change this to have the debug osg node ...
- Wed Jun 06, 2012 3:27 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: convex hull collision shape is larger than model
- Replies: 6
- Views: 9361
Re: convex hull collision shape is larger than model
the orientation is wrong because in your case you did not set it to suit your needs. OSGBCOLLISION_EXPORT btCylinderShape* btCylinderCollisionShapeFromOSG( osg::Node* node, AXIS axis=Y ); from the osgb collisionShapes. Just adjust the last parameter to X or Z instead of the default Y axis it takes. ...
- Tue Jun 05, 2012 1:03 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: convex hull collision shape is larger than model
- Replies: 6
- Views: 9361
Re: convex hull collision shape is larger than model
use the halfextend of your cylinder collision shape to create a bullet cylinder. ie: btCollisionShape * myCollisionShape = new btCylinderShape(osgbCollision::btCylinderCollisionShapeFromOSG( yourOsgCylinder)->getHalfExtentsWithoutMargin()); assuming your osg cylinder is the trimesh as shown in the p...
- Fri May 25, 2012 8:33 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Stability issue with btBvhTriangleMeshShape
- Replies: 6
- Views: 9832
Re: Stability issue with btBvhTriangleMeshShape
I've had some trouble with rapidly shifting contact points myself as well. Perhaps it is a good idea for you guys to submit a patch in the Bullet Issue list so Erwin can have a look at it and (if it pans out to be a good patch that doesn't break other things ;-) implement it for a new bullet version...
- Wed Apr 25, 2012 8:04 am
- Forum: General Bullet Physics Support and Feedback
- Topic: General and building questions
- Replies: 3
- Views: 5802
Re: General and building questions
those are warnings, you can ignore them unless they are relevant to your project. You'll find the headers in the bullet/src dir for a regular build environment and the libs in the bullet/lib dir. If you make an install, the structure becomes slightly different and you will end up with a bullet_insta...
- Mon Mar 26, 2012 8:33 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Ghost Objects or Rigib Bodies?
- Replies: 5
- Views: 6948
Re: Ghost Objects or Rigib Bodies?
ghost objects retain their own contact manifold, whereas non-ghost objects have their contact information in the default contact manifold.
- Mon Mar 26, 2012 8:31 am
- Forum: General Bullet Physics Support and Feedback
- Topic: General tip #1
- Replies: 3
- Views: 4471
Re: General tip #1
Objects that are relatively vastly different in scale are best avoided.
So modeling an entire planet and then other objects on or near the planet that can collide with each other is generally a bad idea. Either the planet would be too big or the other objects too small.
So modeling an entire planet and then other objects on or near the planet that can collide with each other is generally a bad idea. Either the planet would be too big or the other objects too small.
- Wed Mar 14, 2012 7:42 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Ghost object internal bodies
- Replies: 3
- Views: 4946
Re: Ghost object internal bodies
you could do axis-aligned ray test from the object outwards. so 6 ray tests in +/- x, y, z. If all return the sphere as the first object encountered that it would be fairly safe to assume the object is enclosed in the sphere. Alternatively: Once an initial collision with the sphere happens, keep a r...
- Tue Mar 13, 2012 3:59 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Soft body module virtual methods
- Replies: 2
- Views: 4506
Re: Soft body module virtual methods
Well, it is open source, so you can just modify it yourself. And if you feel like your changes are "production-value" (and you feel like sharing) you can submit them as patch proposal to the trunk. I also have some personal changes made to bullet which are application specific (minor thing...
- Tue Mar 13, 2012 3:49 pm
- Forum: Release Announcements
- Topic: Bullet 2.80 SP1 release :OpenCL rigid bodies & Android
- Replies: 17
- Views: 213386
Re: Bullet 2.80 release: OpenCL rigid body pipeline & Androi
Nice release, looking forward to the full GPU implementation come 3.x!
On another note; will the GDC presentation be upped to the bullet download area soon-ish as well?
Cheers!
On another note; will the GDC presentation be upped to the bullet download area soon-ish as well?
Cheers!
- Tue Mar 13, 2012 2:26 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet on the cloud?
- Replies: 5
- Views: 7089
Re: Bullet on the cloud?
the whole premise of dead-reckoning is that the client only gets position (1st grade), direction+ velocity (2nd grade) or direction + acceleration(3rd grade). On the server you run the actual physics engine + a copy of the client. Starting a simulation the objects are at the same positions. Somethin...