The Wavefront loader in BulletSharp demos is very basic. It didn't know how to read faces with 4 vertices. Should be fixed with this commit:
https://code.google.com/p/bulletsharp/s ... tail?r=580
Search found 72 matches
- Sat Feb 01, 2014 1:26 am
- Forum: General Bullet Physics Support and Feedback
- Topic: BvhTriangleMeshShape problem
- Replies: 3
- Views: 4654
- Tue May 14, 2013 8:36 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Strange compoundShape performance
- Replies: 2
- Views: 3360
Re: Strange compoundShape performance
I checked whether issue 711 that was recently fixed had anything to do with it, but it didn't seem to speed things up. The AABB tree of compound shapes is probably not the same as the one in the dynamics world. At least if you add the 20x20x20 boxes individually without the compound shape, then it's...
- Thu Apr 25, 2013 8:56 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Compiling as DLLs?
- Replies: 2
- Views: 5269
Re: Compiling as DLLs?
The effect of USE_MSVC_RUNTIME_LIBRARY_DLL is that in Configuration Properties -> C/C++ -> Code Generation, it sets the Runtime Library option to "Multi-threaded DLL" instead of "Multi-threaded". It does not mean that Bullet is compiled into a DLL. Instead, it produces .lib files...
- Sun Mar 24, 2013 11:15 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Create a swarm around an object
- Replies: 6
- Views: 5710
Re: Create a swarm around an object
Perhaps you can apply linear damping to the bodies as they get near to where they need to stick. if(distance > ideal_distance){ house_physical_body->applyCentralImpulse(convert<btVector3>(attract(power))); house_physical_body->setDamping(0, 0); } else { house_physical_body->setDamping(0.5f, 0); } Of...
- Fri Feb 01, 2013 1:44 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Where is Erwin? :-)
- Replies: 8
- Views: 8451
Re: Where is Erwin? :-)
He's working on the GPU version, which is hosted at github: https://github.com/erwincoumans/experiments
- Thu Jan 31, 2013 9:31 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Point to Point Chaining Question
- Replies: 3
- Views: 4525
Re: Point to Point Chaining Question
Point2PointConstraint maintains the distance between two anchor points, but the bodies are still free to pivot around those points. A hinge constraint with angles limited to 0 would work, which looks something like this: var j2 = new HingeConstraint( b1, b2, Matrix.Translation( 2, 0, 0 ), Matrix.Tra...
- Tue Nov 27, 2012 5:03 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Strange behaviour of long rotating bodies
- Replies: 10
- Views: 12073
Re: Strange behaviour of long rotating bodies
btCylinderShape returns the correct local inertia as of r2235 . With m=1, r=0.25 and h=8: Iy = m * r*r / 2 = 0.25*0.25 / 2 = 0.03125 Ix = Iz = m * (3*r*r + h*h) / 12 = (0.1875 + 64) / 12 = 5.265625 I don't know what the mass is, but I think you should try to increase it, because as Danny said, there...
- Fri Sep 07, 2012 9:18 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: class btMotionState : void getWorldTransform() ?
- Replies: 2
- Views: 3475
Re: class btMotionState : void getWorldTransform() ?
Hi! If getWorldTransform returned a btTransform, then it would have to allocate memory for holding the return value. Instead, the value is written directly to an existing btTransform to save time and space. So it's just a useful optimization. Note that btTransform is a class, so the parameter is rea...
- Sun Aug 26, 2012 7:02 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btStaticPlaneShape and overflow in AABB
- Replies: 2
- Views: 3246
Re: btStaticPlaneShape and overflow in AABB
The mass should be set to 0 to indicate that it is a static object and that gravity doesn't affect it.
- Wed Aug 22, 2012 4:11 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet Physics With CLR support
- Replies: 2
- Views: 3746
Re: Bullet Physics With CLR support
You want to include Bullet as unmanaged code:
Code: Select all
#pragma managed(push, off)
#include <btBulletCollisionCommon.h>
#pragma managed(pop)
- Tue Aug 21, 2012 6:41 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Island Simulation question
- Replies: 2
- Views: 3201
Re: Island Simulation question
You can prevent bodies from deactivating with body->setActivationState(DISABLE_DEACTIVATION) or reactivate them with body->setActivationState(ACTIVE_TAG).
By default, bodies are deactivated after being still for some time to speed up the simulation. I don't think it's related to islands.
By default, bodies are deactivated after being still for some time to speed up the simulation. I don't think it's related to islands.
- Sat Aug 18, 2012 12:22 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Turn Toward Orientation
- Replies: 4
- Views: 6142
Re: Turn Toward Orientation
I'm not sure I fully understand, but here's how I thought of it. The code extracts the body's orientation around each axis (yaw, pitch, roll) and calculates the delta towards the target orientation. The delta is applied as torque (and you probably want to fiddle with this to get the speed right). On...
- Mon Aug 06, 2012 11:23 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: BulletSharp object referencing
- Replies: 2
- Views: 3603
Re: BulletSharp object referencing
All the cast really does is that it checks that UserObject is of type MySimClass and then copies the reference, so I doubt that this will be a bottleneck. A performance hit might occur if the types on both sides were not the same and type conversion had to be done. For example, if MySimClass had a b...
- Mon Jun 11, 2012 2:06 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: AccessViolationException (C#)
- Replies: 8
- Views: 7503
Re: AccessViolationException (C#)
Ok, no problem. Here is 2.80 SP1 with the fix. http://bulletsharp.googlecode.com/files ... 80-sp1.zip
- Sat Jun 09, 2012 9:52 am
- Forum: General Bullet Physics Support and Feedback
- Topic: AccessViolationException (C#)
- Replies: 8
- Views: 7503
Re: AccessViolationException (C#)
It may be related to this issue, which I've just fixed http://code.google.com/p/bulletsharp/is ... tail?id=33
edit: Any chance you can send me the project that fails?
edit: Any chance you can send me the project that fails?