Search found 16 matches
- 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...
- 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...
- 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: ...
- 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?
- 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...
- 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.
- 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...
- 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...
- 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
Thanks for the idea. I think I'm doing motion control with kinematic objects incorrectly.xexuxjy wrote:Have you tried representing your avatar as just a simple BoxShape or Capsule for now rather than a tri-mesh?
It appears the simulation is working at least...
- 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...
- 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...
- 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...
- 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.
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.
- 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...
- 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
Thanks for taking the time to help.khoowaikeong wrote:did you 'activate' him?
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... :?