Search found 8 matches

by rawtass
Sun Sep 07, 2014 1:55 pm
Forum: General Bullet Physics Support and Feedback
Topic: Setting mass to a dynamic static rigidbody
Replies: 2
Views: 3498

Re: Setting mass to a dynamic static rigidbody

I create a rigidbody with a mass of zero and intertia of zero. No flags or activationstates are set. Later I try to update the mass of the rigidbody to make in non-static. To do this I use the following code: Nothing happens, what am I missing? Well, in btDiscreteDynamicsWorld, a non-static body is...
by rawtass
Sun Sep 07, 2014 7:31 am
Forum: General Bullet Physics Support and Feedback
Topic: Setting mass to a dynamic static rigidbody
Replies: 2
Views: 3498

Setting mass to a dynamic static rigidbody

I create a rigidbody with a mass of zero and intertia of zero. No flags or activationstates are set. Later I try to update the mass of the rigidbody to make in non-static. To do this I use the following code: btVector3 inertia(0, 0, 0); btScalar bt_mass(20.f); bt_rigidbody->getCollisionShape()->calc...
by rawtass
Tue Jul 01, 2014 1:52 pm
Forum: General Bullet Physics Support and Feedback
Topic: CollisionShapes on animated mesh (skeletal)
Replies: 3
Views: 5880

Re: CollisionShapes on animated mesh (skeletal)

You do have access to the transformed bones on the CPU side. So one option is to use kinematic primitives kept in alignment to the bones in order to make a close approximation to the actual character. Yes, I have the skinning matrices for each bone. That requires some careful modelling though so yo...
by rawtass
Tue Jul 01, 2014 7:38 am
Forum: General Bullet Physics Support and Feedback
Topic: CollisionShapes on animated mesh (skeletal)
Replies: 3
Views: 5880

CollisionShapes on animated mesh (skeletal)

I'm looking for advise on collision detection on animated meshes, actually GPU based skeletal animation (GPU skinning). Some details: - My animated model has a mesh (which can be split into sub-meshes), a set of bones/weights and a set of keyframes where the bones are moved. - In a GPU based approac...
by rawtass
Fri Nov 01, 2013 1:32 pm
Forum: General Bullet Physics Support and Feedback
Topic: Choosing the right collision shape to get me started
Replies: 3
Views: 4012

Re: Choosing the right collision shape to get me started

Rather than blending individual vertices of a complex collision shape (which is work that you already avoided on the CPU using hardware skinning), I use primitives and align them with the bones each frame. You're saying that you create a bounding box for each bone and just transform them according ...
by rawtass
Fri Nov 01, 2013 11:22 am
Forum: General Bullet Physics Support and Feedback
Topic: Choosing the right collision shape to get me started
Replies: 3
Views: 4012

Choosing the right collision shape to get me started

Hi, I want to add collision detection for me rigged and animated character. For eample this could be the "bob" animation: http://ogldev.atspace.co.uk/www/tutorial38/rigging.jpg I do GPU vertex skinning (bone weights are used here) where I use skinningmatrices which are calculated for each ...
by rawtass
Sun Dec 30, 2012 9:35 pm
Forum: General Bullet Physics Support and Feedback
Topic: btBoxShape rotation
Replies: 2
Views: 4122

Re: btBoxShape rotation

I think I found ONE solution to this by converting my glm::mat4 to a quaternion, before extracting euler angles and converting this to radians before setting the btTransform with the btQuaternion created with eulerAngles. btTransform transform; btQuaternion qtn; transform.setIdentity(); transform.se...
by rawtass
Sun Dec 30, 2012 9:06 pm
Forum: General Bullet Physics Support and Feedback
Topic: btBoxShape rotation
Replies: 2
Views: 4122

btBoxShape rotation

A very basic question. How do I rotate my btBoxShape using the model matrix I currently have? In my "OpenGL code" I rotate my changing the model view matrix with the code (glm math library): glm::mat4 model; model = glm::rotate(model, angle, v); How can I convert this to a btTransform tran...