Sorry about that, i didn't notice the broken links..fixed them!
I would also be interested in learning more things on your project, since this is my area of research!
Search found 18 matches
- Mon Oct 13, 2014 1:52 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: BulletPhysics in Augmented Reality Laparoscopic Simulator
- Replies: 2
- Views: 9742
- Mon Oct 13, 2014 11:16 am
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: BulletPhysics in Augmented Reality Laparoscopic Simulator
- Replies: 2
- Views: 9742
BulletPhysics in Augmented Reality Laparoscopic Simulator
Title : A novel augmented reality simulator for skills assessment in minimal invasive surgery Article : http://link.springer.com/article/10.1007%2Fs00464-014-3930-y Video : https://www.youtube.com/watch?v=tECvdnHZoEI This article is a proof of concept for the potential use of Augmented Reality in la...
- Thu Apr 24, 2014 10:29 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Isolating vertex of rigid body cube
- Replies: 2
- Views: 4582
Re: Isolating vertex of rigid body cube
Just get the transformation matrix of the cube ( getWorldTransform() ) and multiply it with the vector that describes the local coordinates of each vertex. For example :
btVector3 VertexPosition = Cube.getWorldTransform()*btVector3( CubeSize/2, CubeSize/2, CubeSize/2);
btVector3 VertexPosition = Cube.getWorldTransform()*btVector3( CubeSize/2, CubeSize/2, CubeSize/2);
- Mon Jan 20, 2014 3:21 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Mass doesn't affect Sphere fall speed
- Replies: 9
- Views: 10029
Re: Mass doesn't affect Sphere fall speed
Sorry, i forgot about damping! You can use this to implement any kind of resistance (linear or angular)
Check btRigidBody::setDamping
Check btRigidBody::setDamping
- Mon Jan 20, 2014 3:17 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Mass doesn't affect Sphere fall speed
- Replies: 9
- Views: 10029
Re: Mass doesn't affect Sphere fall speed
I am not quite sure whether or not you can implement air resistance in rigid bodies, but i think that for trivial shapes such as spheres and boxes etc it would be pretty much negligible. However, there is the option of setting slightly different gravity vectors for each falling object to achieve dif...
- Mon Jan 20, 2014 2:53 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Mass doesn't affect Sphere fall speed
- Replies: 9
- Views: 10029
Re: Mass doesn't affect Sphere fall speed
I mean that since there are no other factors such us air resistance (size of object) etc, the rate on which any object falls towards the ground (acceleration of gravity and hence speed) is independent of its mass.
- Mon Jan 20, 2014 2:45 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Mass doesn't affect Sphere fall speed
- Replies: 9
- Views: 10029
- Fri Jan 03, 2014 11:35 am
- Forum: General Bullet Physics Support and Feedback
- Topic: My complaints on bullet's source code quality
- Replies: 11
- Views: 13204
Re: My complaints on bullet's source code quality
Bullet is a huge library to be supported by just one person. Erwin has done an amazing job in open-sourcing, maintaining and improving this library, and since a large number of people worldwide are using it, this community should become more involved and actually contribute rather than requesting. T...
- Tue Dec 17, 2013 11:15 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: surface tutorial
- Replies: 2
- Views: 3557
Re: surface tutorial
Check the restitution of your rigid bodies using the .setRestitution() method.
Setting restitution to 0.0 will result in no bounce at all.
Setting restitution to 0.0 will result in no bounce at all.
- Sun Nov 10, 2013 11:52 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bulletphysics body goes through floor
- Replies: 1
- Views: 2712
Re: Bulletphysics body goes through floor
Maybe some code showing how you add your objects to the scene would help, but first, try using a box shape with small height instead of a plane for the ground.
- Wed Nov 06, 2013 3:29 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: disable a p2p constraint
- Replies: 1
- Views: 3101
Re: disable a p2p constraint
Since you want to move the whole rope by dragging one of its spheres, disabling the constraint will not produce the desired effect. Normally, if the rigid bodies that belong to the rope are defined correctly, your rope should move when you dragged any of its spheres. I believe that there is somethin...
- Thu Jun 20, 2013 7:40 am
- Forum: General Bullet Physics Support and Feedback
- Topic: How moving rigid-bodies? They connected with hingeconstraint
- Replies: 2
- Views: 4110
Re: How moving rigid-bodies? They connected with hingeconstr
do you mind sharing the solution here please?
- Sun Jan 27, 2013 12:06 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Implementing a plier
- Replies: 0
- Views: 2562
Implementing a plier
Hello, i am developing an application for which i require to implement a plier that should grab and lift objects (small boxes, spheres or capsules). The plier consists of two parts (two sides) that rotate around an axis. So while the user clicks on a certain key, the plier is closing at a constant r...
- Sun Jan 27, 2013 12:05 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Implementing a plier
- Replies: 0
- Views: 2567
Implementing a plier
Hello, i am developing an application for which i require to implement a plier that should grab and lift objects (small boxes, spheres or capsules). The plier consists of two parts (two sides) that rotate around an axis. So while the user clicks on a certain key, the plier is closing at a constant r...
- Thu Nov 01, 2012 4:03 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Deformable Bodies
- Replies: 5
- Views: 8714
Re: Deformable Bodies
did you ever find a solution to this problem?