Search found 22 matches

by nikki
Sun Dec 28, 2008 2:13 pm
Forum: General Bullet Physics Support and Feedback
Topic: Access Violation In "btDbvtBroadphase::setAabb"
Replies: 1
Views: 2721

Access Violation In "btDbvtBroadphase::setAabb"

Hello! I use Ogre as my graphics engine, and had been using OgreBullet as a wrapper. However, a few days back I decided to write my own 'thin' wrapper because OgreBullet tried to encapsulate the entirety of Bullet (it had RigidBody and DynamicsWorld classes), but in quite an ugly way. I wanted to ju...
by nikki
Fri Jul 11, 2008 10:17 pm
Forum: General Bullet Physics Support and Feedback
Topic: Consequences of a 0 margin
Replies: 19
Views: 12834

Consequences of a 0 margin

What are the consequences of using a 0 margin on a convex hull? This is only for very simple convex hulls (almost as simple as a box).
by nikki
Fri Jul 11, 2008 8:51 pm
Forum: General Bullet Physics Support and Feedback
Topic: Moving a Kinematic Object
Replies: 4
Views: 2993

Re: Moving a Kinematic Object

Ok, after some more investigation, I finally found the answer. It turned out that the setup was right, but the object had to be moved in a different way. Instead of the object itself, it should be moved through its motionState. This way of moving it works:- btTransform newTrans; body->getMotionState...
by nikki
Fri Jul 11, 2008 8:31 pm
Forum: General Bullet Physics Support and Feedback
Topic: Moving a Kinematic Object
Replies: 4
Views: 2993

Re: Moving a Kinematic Object

Are you sure about that? I tried that just now, but the object is affected by other dynamics objects. What I want is a one way interaction actually: Kinematic object pushes dynamics objects around, but dynamics objects can't push kinematic objects around. They should also not be affected by gravity....
by nikki
Fri Jul 11, 2008 1:21 pm
Forum: General Bullet Physics Support and Feedback
Topic: Moving a Kinematic Object
Replies: 4
Views: 2993

Moving a Kinematic Object

I've create a kinematic object, by creating a static rigid body, and doing this:- body->setCollisionFlags(body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT); body->setActivationState(DISABLE_DEACTIVATION); However, when I try to move it around using translate or by just setting the ...
by nikki
Thu Jul 10, 2008 9:23 am
Forum: General Bullet Physics Support and Feedback
Topic: Coupling SoftBodies with my rendering engine...
Replies: 15
Views: 9303

Re: Coupling SoftBodies with my rendering engine...

I'm not very sure, but I guess that the sphere collision is checked using the radius, not points.
by nikki
Wed Jul 09, 2008 8:42 am
Forum: General Bullet Physics Support and Feedback
Topic: Per-Collision Friction
Replies: 0
Views: 2187

Per-Collision Friction

Is there a way to set a friction per-collision within the collisionAddedCallback by modifying the properties of btManifoldPoint? I just wanted to ask this, because I was coming from ODE, and in ODE, you could change a lot of the properties of the collison through the contact point itself (such as re...