Search found 16 matches

by chutoi
Fri Sep 07, 2012 5:46 pm
Forum: General Bullet Physics Support and Feedback
Topic: jitter and the well tuned rigid body...
Replies: 1
Views: 3687

jitter and the well tuned rigid body...

Good afternoon, I'm implementing a character avatar. I had little luck with the character controller object so I'm doing in manually. I'll probably learn a lot ;) I'm trying to achieve an avatar that can fall, be affected by objects hitting it, and jump appropriately. I created a rigid body with a c...
by chutoi
Wed Sep 05, 2012 9:25 pm
Forum: General Bullet Physics Support and Feedback
Topic: how to get objects to point up
Replies: 17
Views: 18225

Re: how to get objects to point up

With version 2.80 the virtual function btUprightConstraint::solveConstraintObsolete() seems to have changed signature. It used to be: void btUprightConstraint::solveConstraintObsolete(btSolverBody& bodyA, btSolverBody& bodyB, btScalar timeStep) Change to: void btUprightConstraint::solveConst...
by chutoi
Fri Aug 24, 2012 10:11 pm
Forum: General Bullet Physics Support and Feedback
Topic: using btKinematicCharacterController: falling forever
Replies: 1
Views: 2883

Re: using btKinematicCharacterController: falling forever

Checking the collision manifolds I see that I'm detecting collisions (see log below). It's just not doing anything about them. Isn't the character controller supposed to handle collisions with terrain for you? 16:59:38: Biped::UpdateCamera() Collisions: 0 16:59:38: Biped::UpdateCamera() Collisions: ...
by chutoi
Fri Aug 24, 2012 5:48 pm
Forum: General Bullet Physics Support and Feedback
Topic: Trampolines?
Replies: 2
Views: 3024

Re: Trampolines?

What did you try already?
by chutoi
Fri Aug 24, 2012 5:48 pm
Forum: General Bullet Physics Support and Feedback
Topic: using btKinematicCharacterController: falling forever
Replies: 1
Views: 2883

using btKinematicCharacterController: falling forever

Good afternoon, I'm learning to use bullet and trying to implement an avatar using btKinematicCharacterController. My avatar falls through the landscape and just keeps going :( To debug it I turned off creation of the visible mesh and turned on debugDrawWorld() calls. I can see the capsule is create...
by chutoi
Thu Aug 23, 2012 8:05 pm
Forum: General Bullet Physics Support and Feedback
Topic: ghost object/btKinematicCharacterController in debug draw?
Replies: 1
Views: 2234

Re: ghost object/btKinematicCharacterController in debug dra

Solved: I see that it does. It was being hidden by another object.
by chutoi
Thu Aug 23, 2012 6:44 pm
Forum: General Bullet Physics Support and Feedback
Topic: ghost object/btKinematicCharacterController in debug draw?
Replies: 1
Views: 2234

ghost object/btKinematicCharacterController in debug draw?

I'm trying to use the btKinematicCharacterController (using the code from the character demo example). It doesn't work correctly and I'm trying to isolate the problem. When you use debugDrawWorld() will it show the bounding box for the capsule that represents the character and/or the btPairCachingGh...
by chutoi
Tue Aug 14, 2012 5:00 pm
Forum: General Bullet Physics Support and Feedback
Topic: noob question: body doesn't fall
Replies: 12
Views: 11506

Re: noob question: body doesn't fall

The problem was that I marked the avatar as a kinematic object. A careful rereading of the docs now makes more sense. With kinematic objects bullet doesn't apply forces to the object, it only applies forces from the object. So my avatar would push aside any other objects but not be affected by gravi...
by chutoi
Tue Aug 14, 2012 3:54 pm
Forum: General Bullet Physics Support and Feedback
Topic: noob question: body doesn't fall
Replies: 12
Views: 11506

Re: noob question: body doesn't fall

xexuxjy wrote:Have you tried representing your avatar as just a simple BoxShape or Capsule for now rather than a tri-mesh?
Thanks for the idea. I think I'm doing motion control with kinematic objects incorrectly.
It appears the simulation is working at least... :)
by chutoi
Tue Aug 14, 2012 3:53 pm
Forum: General Bullet Physics Support and Feedback
Topic: noob question: body doesn't fall
Replies: 12
Views: 11506

Re: noob question: body doesn't fall

have you try not setting btCollisionObject::CF_KINEMATIC_OBJECT and treating it as a default object? also is the callback for the position being called? Interesting. The figure does move if I comment out the code that sets it to a kinematic object. I will have to research how bullet treats those ki...
by chutoi
Mon Aug 13, 2012 9:59 pm
Forum: General Bullet Physics Support and Feedback
Topic: noob question: body doesn't fall
Replies: 12
Views: 11506

Re: noob question: body doesn't fall

Going by the code provided it doesn't look like you're inserting the btRigidBody into the dynamics world! :lol: So somewhere in your code there should be a: dynamicsWorld->addRigidBody(Body); That would certainly explain it but I think I'm doing that in the center of the second code block. The BtOg...
by chutoi
Mon Aug 13, 2012 8:40 pm
Forum: General Bullet Physics Support and Feedback
Topic: noob question: body doesn't fall
Replies: 12
Views: 11506

Re: noob question: body doesn't fall

I added a simulation tick callback and enumerated the collisions: void OgreWorld::PhysicsCallback( btScalar timeStep ) { btCollisionObjectArray objects = getCollisionObjectArray(); for ( int i = 0; i < objects.size(); i++ ) { btRigidBody* rigidBody = btRigidBody::upcast( objects[i] ); if ( !rigidBod...
by chutoi
Mon Aug 13, 2012 6:25 pm
Forum: General Bullet Physics Support and Feedback
Topic: Trouble building bullet
Replies: 1
Views: 2513

Re: Trouble building bullet

it sounds like the library file is not correct.
Can you get cmake to show you what it's doing?
A look at the command line it's executing might help.
Sorry, I didn't use cmake for my project.
by chutoi
Mon Aug 13, 2012 6:23 pm
Forum: General Bullet Physics Support and Feedback
Topic: noob question: body doesn't fall
Replies: 12
Views: 11506

Re: noob question: body doesn't fall

If the debug drawer is showing green, it means that the rigid body is in fact activated and should be affected by the gravity and other forces/impulses. Red means the body is deactivated That helps a lot. For some reason I couldn't find this information using a search engine. The force isn't very s...
by chutoi
Mon Aug 13, 2012 4:15 pm
Forum: General Bullet Physics Support and Feedback
Topic: noob question: body doesn't fall
Replies: 12
Views: 11506

Re: noob question: body doesn't fall

khoowaikeong wrote:did you 'activate' him?
Thanks for taking the time to help.
I didn't activate the avatar. I added your code but it didn't fix the issue.
When I turned on DebugDraw mode the wireframe of the avatar is now green instead of red.
I'm assuming that's good... :?