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 ?
Search found 21 matches
- Fri Aug 02, 2013 1:34 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: ContactTest or ContactPairTest + constraint = FAIL
- Replies: 4
- Views: 4525
- 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?
how did you create the constraint and add to your world?
- 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.
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.
- 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...
- 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:
Hope this is what you need.
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;
- 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,...
- 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...
- 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.
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.
- 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.
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...