Search found 21 matches

by norbie
Fri Aug 02, 2013 1:34 pm
Forum: General Bullet Physics Support and Feedback
Topic: ContactTest or ContactPairTest + constraint = FAIL
Replies: 4
Views: 4525

Re: ContactTest or ContactPairTest + constraint = FAIL

Hello,

is it intentional to call addConstraint(pGen6DOF, true) with true as its second, disableCollisionsBetweenLinkedBodies parameter, and this way disabling collision between body and body2 ?
by norbie
Fri Aug 02, 2013 7:10 am
Forum: General Bullet Physics Support and Feedback
Topic: ContactTest or ContactPairTest + constraint = FAIL
Replies: 4
Views: 4525

Re: ContactTest or ContactPairTest + constraint = FAIL

Hello,

how did you create the constraint and add to your world?
by norbie
Fri Aug 02, 2013 6:57 am
Forum: General Bullet Physics Support and Feedback
Topic: btBulletWorldImporter "unknown chunk" message
Replies: 2
Views: 3452

Re: btBulletWorldImporter "unknown chunk" message

Hello,

it also happens for me, and as far as I can remember e.g. strings are stored in such chunks (as arrays of char-s), and they do not have an own DNA ID.
by norbie
Fri Aug 02, 2013 5:39 am
Forum: General Bullet Physics Support and Feedback
Topic: [solved] Bullet Hijacks my matrices?
Replies: 3
Views: 4119

Re: [solved] Bullet Hijacks my matrices?

Sorry, I think bullet is not too well documented... :(
by norbie
Thu Aug 01, 2013 10:02 am
Forum: General Bullet Physics Support and Feedback
Topic: btGeneric6DofSpringConstraint Spring Position
Replies: 1
Views: 3524

Re: btGeneric6DofSpringConstraint Spring Position

Hello,

I think you might get some kind of information from the TranslationalLimitMotor. You could try something like this:

Code: Select all

	btVector3 currentLinearDiff = constraint->getTranslationalLimitMotor()->m_currentLinearDiff;
Hope this is what you need.
by norbie
Thu Aug 01, 2013 9:43 am
Forum: General Bullet Physics Support and Feedback
Topic: [solved] Bullet Hijacks my matrices?
Replies: 3
Views: 4119

Re: Bullet Hijacks my matrices?

Hello! I am not really familiar with OpenGL and glm, but for me it seems you are using the wrong function of btTransform. getOpenGLMatrix gets the information from the btTransform and writes it to the given parameter, in your case cursor.m_modelMatrix. I think you intended to do it the opposite way,...
by norbie
Wed Jul 31, 2013 12:30 pm
Forum: General Bullet Physics Support and Feedback
Topic: applyCentralForce and applyCentralImpulse
Replies: 1
Views: 4350

Re: applyCentralForce and applyCentralImpulse

Hello, both approaches are OK. The difference is that with applyCentralForce you need to apply a force for a period of time to really have the effect of throwing (so it is usually not enough to only call it once). During this period the ball gains speed because of the applied force. On the other han...
by norbie
Wed Jul 31, 2013 5:50 am
Forum: Physics authoring tools, serialization, standards and related topics
Topic: Bullet DNA structure generator?
Replies: 2
Views: 52208

Re: Bullet DNA structure generator?

Hello!

The source itself is in the BULLETDIRECTORY/Extras/Serialize/makesdna subdirectory.

There you can also find a CMakeLists.txt, but if you are using VS you can also create a project for makesdna by hand as it only uses a couple of files.

Hope that helps.
by norbie
Fri May 10, 2013 6:15 am
Forum: General Bullet Physics Support and Feedback
Topic: Disabling any torque from acting on a rigid body
Replies: 2
Views: 3343

Re: Disabling any torque from acting on a rigid body

I think you could try setting the angular factor to 0 on that rigid body using btRigidBody::setAngularFactor.
by norbie
Fri Apr 26, 2013 6:59 am
Forum: General Bullet Physics Support and Feedback
Topic: Gravity on a tube
Replies: 1
Views: 3083

Re: Gravity on a tube

I do not know if I understand the original problem correctly, but if all you need is dynamically changing gravity then could use the setGravity function of btRigidBody in every step before (or after) every stepSimulation. At this point you can retrieve the position of your car or plane with e.g. btR...
by norbie
Tue Apr 23, 2013 7:39 am
Forum: General Bullet Physics Support and Feedback
Topic: [SOLVED] setLocalScaling makes box fly
Replies: 2
Views: 3562

Re: setLocalScaling makes box fly

I have found a bullet issue which explains a more or less similar situation, maybe the information there could also help you, please take a look at it: https://code.google.com/p/bullet/issues/detail?id=687&colspec=Modified%20ID%20Type%20Stars%20Status%20Owner%20Summary There Erwin states: Before...
by norbie
Mon Apr 22, 2013 12:49 pm
Forum: General Bullet Physics Support and Feedback
Topic: Regarding Triangle mesh collision.
Replies: 1
Views: 3948

Re: Regarding Triangle mesh collision.

I think first you should take a look at the App_SoftDemo demo project of bullet. There are a lot of small demos integrated into this project. I think demo #7 might be useful for you (you can change demo number with the [] keys), where a cloth mesh is lying/hanging on a capsule shape. You can find th...
by norbie
Mon Apr 22, 2013 5:47 am
Forum: General Bullet Physics Support and Feedback
Topic: Constrained vehicle flips out when rotating >90 degrees
Replies: 2
Views: 4232

Re: Constrained vehicle flips out when rotating >90 degrees

I am not familiar with RaycastVehicle so my answer might not be 100% relevant but I know for sure that btGeneric6DofConstraint doesn't really like 90 degree rotation on its Y axis. Please see detailed description of btGeneric6DofConstraint in bullet online help: Angulars limits have these possible r...
by norbie
Thu Apr 18, 2013 8:52 am
Forum: General Bullet Physics Support and Feedback
Topic: btAssert(found) in solveGroupCacheFriendlySetup function
Replies: 0
Views: 3070

btAssert(found) in solveGroupCacheFriendlySetup function

Hi, has anybody already bumped into btAssert(found) in btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup function? We have created a ragdoll and for a "special" experiment we had to turn off collision on its rigidbodies. We used a picking constraint very similar to the one ...
by norbie
Wed Mar 27, 2013 8:05 am
Forum: General Bullet Physics Support and Feedback
Topic: btMotionState::setWorldTransform
Replies: 2
Views: 3084

Re: btMotionState::setWorldTransform

btMotionState setWorldTransform supplies world transformation. If you have an Ogre::SceneNode attached to the root scene node (root scene node in the "world center"), then you can directly use the position and rotation information from this world transform in e.g. Ogre::SceneNode::setPosit...