Search found 37 matches
- Wed Dec 25, 2013 5:18 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Determining when to play impact sounds
- Replies: 4
- Views: 8451
Re: Determining when to play impact sounds
Hi, Bullet will auto return a callback when there is any collision happens, so to adapt to different sound-contact profiling, i suggest customize your own contact protocol and generate different sounds based on different objects. You could simply set a boolean value within your object class and whe...
- Mon Nov 25, 2013 11:52 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Determining when to play impact sounds
- Replies: 4
- Views: 8451
Determining when to play impact sounds
I'm new to integrating physics with a game scenario and I was wondering when should the game engine play impact sounds for physics objects colliding, and what information in the collision callback should the decision to play the sound and additional info like the type of sounds, sound's volume etc. ...
- Sat Nov 16, 2013 9:30 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Moment of Inertia possible issue
- Replies: 4
- Views: 6038
Re: Moment of Inertia possible issue
I see. How would I fix that?
- Sat Nov 16, 2013 7:16 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Rotation equivalent of btRigidBody::translate()
- Replies: 0
- Views: 4052
Rotation equivalent of btRigidBody::translate()
Is there an equivalent to btRigidBody::translate() for rotation?
- Sat Nov 16, 2013 6:30 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Moment of Inertia possible issue
- Replies: 4
- Views: 6038
Moment of Inertia possible issue
I have a bunch of dominoes with a mass of 1 unit and for some reason they insist on reverting to the upright position - see video: https://vimeo.com/79563905 Why do they revert to upright position like that? For collision they use a btCompoundShape with one child, a btBoxShape (basically a shifted b...
- Fri Nov 15, 2013 11:39 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Setting an object's position programmatically
- Replies: 4
- Views: 7683
Re: Setting an object's position programmatically
That sounds like a complexity overkill - hasn't anyone asked for a simpler way to do that to be added to Bullet? I'd assume teleporting objects would be required in a few game scenarios...
- Fri Nov 15, 2013 9:46 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Offsetting collision shapes.
- Replies: 5
- Views: 9523
Re: Offsetting collision shapes.
How would the moment of inertia vectors be affected by both methods? I'm not sure how it would work in the former but I think the latter would enable me to use Bullet's built-in inertia calculation - am I correct?
- Fri Nov 15, 2013 2:59 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Offsetting collision shapes.
- Replies: 5
- Views: 9523
Offsetting collision shapes.
How do I change the origin of a collision shape? Let's say I have a cube with its origin around (0,0,0) - it works great with a box shape since in this case both the model and collision shape origins match. Now let's say I have another cube mesh where (0,0,0) in object space is at the center of the ...
- Fri Nov 15, 2013 2:57 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Setting an object's position programmatically
- Replies: 4
- Views: 7683
Setting an object's position programmatically
I have a bunch of objects with attached rigid bodies and motion states, but sometimes I want to instantly move an object (for example, teleport object X to position and orientation Y) - how do I do that with Bullet? I basically want to tell Bullet that the object's transform has changed and that it ...
- Wed Sep 04, 2013 12:31 am
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: Serializing Bullet scene inside custom format
- Replies: 0
- Views: 52415
Serializing Bullet scene inside custom format
I have a custom serialization format that allows embedding per-object binary blobs. What would be the best way to serialize a scene? I can store body info and collision shape references just fine, is it enough to store the object's velocity (linear / angular) and apply that on deserialization or is ...
- Thu Jul 25, 2013 6:44 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: Exporting Collada Physics from Maya 2014
- Replies: 0
- Views: 37694
Exporting Collada Physics from Maya 2014
I'm trying to export Collada physics from Maya 2014 and for some reason that doesn't seem to be happening. I installed a fresh copy of Maya, enabled the Bullet plugin that came bundled with it, created a cube and added a rigid body to it from the Bullet shelf. Playing the scene shows the physics run...
- Thu Jul 11, 2013 6:08 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: Looking for sample Collada Physics files
- Replies: 0
- Views: 37400
Looking for sample Collada Physics files
I'm working on adding Collada Physics support to the Open Asset Import library (BSD licensed). Does anyone now where to find a corpus of simple-to-advanced Collada Physics files to help with development? The Collada implementer kit totally lacks Physics files and the Jenga file that comes with the B...
- Sun Jun 09, 2013 6:48 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Debug visualization and performance
- Replies: 5
- Views: 8899
Re: Debug visualization and performance
This.MaxDZ8 wrote:Rather than having drawtriangles though, I'd be much more interested in intercepting mesh draw calls directly.
- Wed Jun 05, 2013 6:55 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Debug visualization and performance
- Replies: 5
- Views: 8899
Re: Debug visualization and performance
I never said you can't get Bullet's current debug drawer to work under buffered modes - I already have it working under OpenGL 3.2 Core and another internal API with both offering no immediate mode facilities. It's that the amount of function calls and cache thrashing that can be avoided using a bat...
- Wed Jun 05, 2013 4:26 am
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: Collada to Bullet loader/importer
- Replies: 6
- Views: 54260
Re: Collada to Bullet loader/importer
I'm starting work on a fork of OpenAssetImport ( http://assimp.sourceforge.net ) with Collada physics support if you're interested - early feedback and testing would be awesome.chrisa wrote:is this still available anywhere?