http://bulletphysics.com/Bullet/BulletF ... dBody.html
btRigidBody has the following function: void SetLinearVelocity (const btVector3 &lin_vel) for the velocity, can't help you with collision callbacks though
since I'm working on that myself right now :p
Search found 4 matches
- Mon Apr 16, 2012 9:47 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Linear Movement
- Replies: 3
- Views: 3205
- Sun Apr 15, 2012 3:58 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Linear Movement
- Replies: 3
- Views: 3205
Re: Linear Movement
Well you can always set the linear velocity each frame, collision can be detected with callbacks
- Fri Apr 13, 2012 4:41 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Monowheel - Angular Velocity or Raycast?
- Replies: 3
- Views: 6589
Re: Monowheel - Angular Velocity or Raycast?
The reason for having multiple parts is that the side parts are not going to spin, only the center part (the wheel) will, at least that is the plan for the time being. Plus that we´re going to attach various weapons and whatnot on the sides, since this is as you suspected for a game :) I did think a...
- Fri Apr 13, 2012 3:27 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Monowheel - Angular Velocity or Raycast?
- Replies: 3
- Views: 6589
Monowheel - Angular Velocity or Raycast?
Hello I'm trying to create a mono-wheel vehicle (a vehicle which is a big wheel more or less), I have added a picture of it. Right now it is one big body but I have plans for separating it into three parts, one part on each side of the wheel. The plan is then for the side parts to turn the wheel and...