Search found 225 matches
- Mon Aug 15, 2011 8:24 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Simple raycast tutorial
- Replies: 12
- Views: 20095
Re: Simple raycast tutorial
There are 2 standard callbacks defined in btCollisionWorld : btCollisionWorld::ClosestRayResultCallback btCollisionWorld::AllHitsRayResultCallback I'm not sure which callback method you're referring to with the btScalar return as the standard ray test has a void return type. You can check the callba...
- Fri Aug 12, 2011 12:50 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: stopping simulations, viewer, extra overhead
- Replies: 1
- Views: 2450
Re: stopping simulations, viewer, extra overhead
I think the viewing things you're talking about are just the demo applications? you don't need to use any of that to use bullet in your own system, so don't have any rendering overhead and the like. Main objects you need are : CollisionWorld ConstraintSolver Dispatcher BroadPhase In terms of stoppin...
- Fri Aug 12, 2011 12:43 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Simple raycast tutorial
- Replies: 12
- Views: 20095
Re: Simple raycast tutorial
Maybe I've mis-understood but what sort of raycast were you looking to do? btCollisionWorld has a rayTest method and standard callbacks for closest point and all points .
- Fri Aug 12, 2011 12:28 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Simulation run time and bodies' velocities in freefall
- Replies: 3
- Views: 3321
Re: Simulation run time and bodies' velocities in freefall
There's no way to directly do this, but it's easy enough to do. You just need to do the counting in your main update loop, once you've reached your target time or frame just stop further calls to stepSimulation. You can then get the list of rigidBodies from the collisionWorld and just go through the...
- Tue Jun 21, 2011 12:05 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How to successfully build jstackalloc in Eclipse?
- Replies: 4
- Views: 4926
Re: How to successfully build jstackalloc in Eclipse?
This may be some use :
http://www.ntu.edu.sg/home/ehchua/progr ... ullet.html
not sure why you're trying to build JStackAlloc itself, but it is a little messy trying to test things in eclipse.
http://www.ntu.edu.sg/home/ehchua/progr ... ullet.html
not sure why you're trying to build JStackAlloc itself, but it is a little messy trying to test things in eclipse.
- Mon Jun 20, 2011 2:23 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How to successfully build jstackalloc in Eclipse?
- Replies: 4
- Views: 4926
Re: How to successfully build jstackalloc in Eclipse?
Which JStackAlloc are you using? the standar JBullet library seems to come with an existing JStackAlloc jar?
do you have any more info on the output/error ?
do you have any more info on the output/error ?
- Wed Jun 08, 2011 3:35 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: error C3861: 'localCreateRigidBody': identifier not found
- Replies: 3
- Views: 5168
Re: error C3861: 'localCreateRigidBody': identifier not foun
You can look at BasicDemo.cpp for this (relevant code below) //We can also use DemoApplication::localCreateRigidBody, but for clarity it is provided here: { btScalar mass(0.); //rigidbody is dynamic if and only if mass is non zero, otherwise static bool isDynamic = (mass != 0.f); btVector3 localIner...
- Wed Jun 08, 2011 11:53 am
- Forum: General Bullet Physics Support and Feedback
- Topic: error C3861: 'localCreateRigidBody': identifier not found
- Replies: 3
- Views: 5168
Re: error C3861: 'localCreateRigidBody': identifier not foun
localCreateRigidBody is just a shortcut method in the demo classes for creating and adding a rigid body to the world.
it sounds like what you're actually looking for is a CompoundCollisionShape?
it sounds like what you're actually looking for is a CompoundCollisionShape?
- Wed Jun 08, 2011 10:41 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Slow falling?
- Replies: 4
- Views: 5421
Re: Slow falling?
I couldn't see anything obviously wrong in any of your setup code. What happens if you change your step value? does the speed change?, are the values going into the stepSimulation call in DiscreteDynamicsWorld what you'd expect? the default simulation frequency (fixedTimeStep) is 60Hz , again is thi...
- Mon Jun 06, 2011 11:35 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Dynamic terrain?
- Replies: 1
- Views: 2568
Re: Dynamic terrain?
Not sure how complex your terrain is, but the HeightFieldTerrainShape should work quite well, as should your btBvhTriangleMeshShape , if you have a look at the demos you should see some examples of 'dynamic' terrain.
- Sat Mar 26, 2011 8:41 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet + Ogre: Making holes in a soft body
- Replies: 4
- Views: 5751
Re: Bullet + Ogre: Making holes in a soft body
That function is just converting a 2d grid look up into a 1d one.
- Fri Mar 25, 2011 4:27 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Accesing vertices from btTriangleMesh
- Replies: 6
- Views: 5495
Re: Accesing vertices from btTriangleMesh
I don't think that it stores the transformed version of the meshes so you'd need to transform the data in the meshInterface by the worldTranform of the shape (and the rigidbody) to get the final positions in worldspace..
- Fri Mar 25, 2011 3:39 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Accesing vertices from btTriangleMesh
- Replies: 6
- Views: 5495
Re: Accesing vertices from btTriangleMesh
If it's got a striding mesh interface you can use :
getLockedVertexIndexBase
getLockedVertexIndexBase
- Fri Mar 25, 2011 1:25 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet on XNA
- Replies: 61
- Views: 619596
Re: Bullet on XNA
Speaking of a managed version of Bullet I've finally got round to putting the one I'd been tinkering with up on google code : http://code.google.com/p/bullet-xna/ It's based on 2.76 with a few fixes from 2.77. It's missing Softbody and Serialisation support at the moment. It does work on the pc and ...
- Wed Jan 07, 2009 11:45 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet on XNA
- Replies: 61
- Views: 619596
Re: Bullet on XNA
Don't think it is, I've submitted a few patches to it but never seen any updates for ages apart from a comment about them working on a new project.