Search found 9 matches
- Tue Oct 23, 2012 12:02 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: My character run through the wall in high speed
- Replies: 4
- Views: 5043
Re: My character run through the wall in high speed
I have a questions regarding this since i have similar issue. dynamicsWorld->getDispatchInfo().m_useContinuous = true; ... body->setCcdMotionThreshold(0.1f); body->setCcdSweptSphereRadius(0.3f); 1. Motion threshold is a minimum speed of a body per step when it should use CCD? 2. Sphere radius should...
- Tue Oct 23, 2012 11:02 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Vertex skinning ragdolls?
- Replies: 3
- Views: 5379
- Mon Oct 22, 2012 11:03 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Convex shapes problem
- Replies: 7
- Views: 5905
Re: Convex shapes problem
Yes, its my fault. I rechecked again, and it apeirs that number of bytes per vertex of a .x model was 88 :shock: instead 32 as i was expecting. There is something wrong with exporter that i am using. Changed code to this and it works now: DWORD numVertices = mesh->getMesh()->GetNumVertices(); int nu...
- Mon Oct 22, 2012 6:50 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Convex shapes problem
- Replies: 7
- Views: 5905
Re: Convex shapes problem
Sorry. I didn't see i could upload it here too.
I have scaled down texture to fit 2mb limit and uploaded it all in one zip file.
Thank you for your time.
I have scaled down texture to fit 2mb limit and uploaded it all in one zip file.
Thank you for your time.
- Mon Oct 22, 2012 5:37 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Convex shapes problem
- Replies: 7
- Views: 5905
Re: Convex shapes problem
I have a bug with compound bodies, however not related to my original problem (bottle mesh). When i create each body peace for compound i add it to world witch i should not. I need only to add final\compound body.
Here is a fixed src. files:
SPAM to sendspace removed
Here is a fixed src. files:
SPAM to sendspace removed
- Mon Oct 22, 2012 4:47 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Convex shapes problem
- Replies: 7
- Views: 5905
Re: Convex shapes problem
Here is bullet file of bottle model from image:
SPAM removed
Don't know (yet) how to convert my model (.x format) to obj.
Give me 15 minutes more time i will upload source and test Release binary of a demo.
SPAM to sendspace removed
SPAM removed
Don't know (yet) how to convert my model (.x format) to obj.
Give me 15 minutes more time i will upload source and test Release binary of a demo.
SPAM to sendspace removed
- Mon Oct 22, 2012 2:38 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Convex shapes problem
- Replies: 7
- Views: 5905
Convex shapes problem
I am using DirectX 9 with VS 2010 and bullet-2.81-rev2613. Code to generate and add convex shape to scene: btRigidBody* CBulletFactory::addConvex(CMesh* mesh, const btVector3& pos, float mass) { btTransform startTrans; startTrans.setIdentity(); startTrans.setOrigin(pos); btMotionState* ms = new ...
- Fri Jun 29, 2012 7:57 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btConeTwistConstraint A & B params
- Replies: 2
- Views: 2593
Re: btConeTwistConstraint A & B params
This forum is obviously dead.
Thanks for nothing.
Thanks for nothing.
- Wed Jun 27, 2012 7:59 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btConeTwistConstraint A & B params
- Replies: 2
- Views: 2593
btConeTwistConstraint A & B params
Hello everybody.
I am new to this lib and forum. Iam trying to create some joints for my animated leg (3 bones), something like minimal ragdoll, but i am confused why is there 2 transform params? I was expecting just one (as "pivot" point), what should i put in there?
Thanks for your time.
I am new to this lib and forum. Iam trying to create some joints for my animated leg (3 bones), something like minimal ragdoll, but i am confused why is there 2 transform params? I was expecting just one (as "pivot" point), what should i put in there?
Thanks for your time.