Search found 10 matches

by Bigpet
Mon Mar 26, 2012 2:26 am
Forum: General Bullet Physics Support and Feedback
Topic: Constraint Motor at zero velocity
Replies: 3
Views: 4121

Re: Constraint Motor at zero velocity

I'm having the same problem. The method that note173 suggested is probably the most accurate but you could also do this: //define somewhere relevant: btScalar actualLowerLimit = -0.5; btScalar actualUpperLimit = 0.5; btScalar epsilon = 0.01; if (up) { pBoomHinge->setLimit(actualLowerLimit,actualUppe...
by Bigpet
Wed Feb 08, 2012 2:09 pm
Forum: General Bullet Physics Support and Feedback
Topic: Movement impulses with Hingeconstraints/Motors
Replies: 0
Views: 2404

Movement impulses with Hingeconstraints/Motors

I am implementing a physics-interface for a simulation framework and have run into a problem that I am not sure how to fix. The Problem: Seemingly random impulses to the rigid bodies and over time btHingeConstraints that veer of their current position, although they have and active motor with 0 velo...
by Bigpet
Fri Nov 18, 2011 7:06 am
Forum: General Bullet Physics Support and Feedback
Topic: center of mass not at mesh origin
Replies: 13
Views: 45209

Re: center of mass not at mesh origin

Sorry for necroing this thread but I thought that this would fit nicely in here. So, I know that for the translation of objects a btCompoundShape has been recommended in multiple threads. btCompoundShape may have a negligible overhead if you wrap a single complex shape into it but using it to offset...
by Bigpet
Tue Nov 08, 2011 1:38 pm
Forum: General Bullet Physics Support and Feedback
Topic: Strange glibc error from btConvexHullShape destructor
Replies: 4
Views: 6999

Re: Strange glibc error from btConvexHullShape destructor

I checked out the newest SVN and saw that the problem still exists so I filed a bug-report and attached a patch to fix it:

http://code.google.com/p/bullet/issues/detail?id=564
by Bigpet
Tue Nov 08, 2011 11:38 am
Forum: General Bullet Physics Support and Feedback
Topic: Strange glibc error from btConvexHullShape destructor
Replies: 4
Views: 6999

Re: Strange glibc error from btConvexHullShape destructor

found the problem. btAlignedObjectArray<T> is missing an assignment operator. The implicit one doesn't cut it since one of its members is T* and the pointer get simply copied with the assignment. so btConvexHullShape hull; //default constructor called hull = btConvexHullShape(Vtx,VtxCount,3*sizeof(b...
by Bigpet
Tue Nov 08, 2011 8:00 am
Forum: General Bullet Physics Support and Feedback
Topic: Strange glibc error from btConvexHullShape destructor
Replies: 4
Views: 6999

Re: Strange glibc error from btConvexHullShape destructor

well that's worth a bug report. The default copy constructor seems to fail here or the allocator. As you can see it actually shares one pointer to the data if you copy it. I'm going to try to narrow it down but ironically you can circumvent this by just using new to allocate the btConvexHullShape ht...
by Bigpet
Wed Nov 02, 2011 5:59 am
Forum: General Bullet Physics Support and Feedback
Topic: Constraint->setDbgDrawSize(float Size)
Replies: 3
Views: 4894

Re: Constraint->setDbgDrawSize(float Size)

well like the name suggests this is a scaling factor for the debug draw size. So if you have DBG_DrawConstraints enabled on your debug drawer it draws a representation of the constraint. It's just that this value doesn't get initialized in most constraints so it stays 0 and you can't see it unless y...
by Bigpet
Fri Oct 28, 2011 10:19 am
Forum: General Bullet Physics Support and Feedback
Topic: [solved] btHingeConstraint activation state
Replies: 4
Views: 5570

Re: btHingeConstraint activation state

what I mean was that

Code: Select all

myRigidBody->setActivationState(ACTIVE_TAG);
doesn't undo

Code: Select all

myRigidBody->setActivationState(DISABLE_DEACTIVATION);
but

Code: Select all

myRigidBody->forceActivationState(ACTIVE_TAG);
does
by Bigpet
Fri Oct 28, 2011 8:45 am
Forum: General Bullet Physics Support and Feedback
Topic: [solved] btHingeConstraint activation state
Replies: 4
Views: 5570

Re: btHingeConstraint activation state

thanks, that worked alright, except that is has to be:

Code: Select all

myRigidBody->forceActivationState(ACTIVE_TAG);
otherwise the value won't change as long as DISABLE_DEACTIVATION is set.
by Bigpet
Fri Oct 28, 2011 6:19 am
Forum: General Bullet Physics Support and Feedback
Topic: [solved] btHingeConstraint activation state
Replies: 4
Views: 5570

[solved] btHingeConstraint activation state

So, I have a little problem with btHingeConstraint. When I use set enableAngularMotor() or enableMotor() then the rigid bodys that the constraint connects move but after a while they get deactivated and only continue their motion after they get activated by either a collision or a call to activate()...