Search found 10 matches
- 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...
- 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...
- 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...
- 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
http://code.google.com/p/bullet/issues/detail?id=564
- 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...
- 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...
- 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...
- 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
doesn't undo
but
does
Code: Select all
myRigidBody->setActivationState(ACTIVE_TAG);
Code: Select all
myRigidBody->setActivationState(DISABLE_DEACTIVATION);
Code: Select all
myRigidBody->forceActivationState(ACTIVE_TAG);
- 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:
otherwise the value won't change as long as DISABLE_DEACTIVATION is set.
Code: Select all
myRigidBody->forceActivationState(ACTIVE_TAG);
- 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()...