Search found 52 matches

by Yann
Wed Nov 30, 2011 1:35 pm
Forum: General Bullet Physics Support and Feedback
Topic: Fixed
Replies: 5
Views: 6392

Re: Question on absolute basics

Then you definitely want to look at this article about loading a .bullet file ;) http://bulletphysics.org/mediawiki-1.5.8/index.php/Bullet_binary_serialization I'm actually having exactly the same concerns and did it as proposed in the article. Works fine except a scale problem that have to see with...
by Yann
Wed Nov 30, 2011 11:22 am
Forum: General Bullet Physics Support and Feedback
Topic: Stepping trouble
Replies: 1
Views: 2338

Re: Stepping trouble

Hi, I got exactly the same issue... Did you get any hint on it ? Reading the wiki post you linked, I think the problem is that it's actually not 'interpolating' values as it says, but 'extrapolating' values. And I think the problem is that it's wrongly extrapolated, and when it's computed during the...
by Yann
Wed Nov 30, 2011 10:50 am
Forum: General Bullet Physics Support and Feedback
Topic: Fixed
Replies: 5
Views: 6392

Re: Question on absolute basics

Doesn't seems like an SDK issue.
Are you talking about Dynamica ?
by Yann
Tue Nov 29, 2011 5:02 pm
Forum: General Bullet Physics Support and Feedback
Topic: Contact solver parameters explained
Replies: 1
Views: 5126

Re: Contact solver parameters explained

I already explained the erp and cfm parameters in this post : http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&t=6792 and this post: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&t=7533 But in short: If CFM is set to zero, the constraint will be hard. If CFM is set to a po...
by Yann
Tue Nov 29, 2011 3:51 pm
Forum: General Bullet Physics Support and Feedback
Topic: Modeling a train using joints & a number of raycast vehicles
Replies: 32
Views: 39497

Re: Modeling a train using joints & a number of raycast vehi

Maybe I'm out of subject, but isn't it a problem that should better be solved by using a prismatic joint ensuring the train will stay on the rails ?
by Yann
Fri Nov 04, 2011 9:17 am
Forum: General Bullet Physics Support and Feedback
Topic: LinearJoint, HOW, please HELP?
Replies: 5
Views: 10480

Re: LinearJoint, HOW, please HELP?

I dunno about 'split', but here is about cfm (constraint force mixing) and erp(error reduction parameter): If CFM is set to zero (which is the default value), the constraint will be hard. If CFM is set to a positive value, it will be possible to violate the constraint by "pushing on it" (f...
by Yann
Fri Oct 28, 2011 9:25 am
Forum: General Bullet Physics Support and Feedback
Topic: [solved] btHingeConstraint activation state
Replies: 4
Views: 5570

Re: btHingeConstraint activation state

Bigpet wrote: otherwise the value won't change as long as DISABLE_DEACTIVATION is set.
I thought that was the point ;)
by Yann
Fri Oct 28, 2011 7:54 am
Forum: General Bullet Physics Support and Feedback
Topic: [solved] btHingeConstraint activation state
Replies: 4
Views: 5570

Re: btHingeConstraint activation state

You can configure your rigid body to never deactivate by adding a flag like this:

Code: Select all

myRigidBody->setActivationState(DISABLE_DEACTIVATION);
Just do it on bodies when you activate the motors, and undo it when you deactivate the motors like this:

Code: Select all

myRigidBody->setActivationState(ACTIVE_TAG);
by Yann
Fri Oct 21, 2011 12:17 pm
Forum: General Bullet Physics Support and Feedback
Topic: Inheriting btRigidBody
Replies: 7
Views: 7495

Re: Inheriting btRigidBody

Well, then you still could inherit from the btRigidBody, using default values for the construction, and changing them later using the protected btRigidBody::setupRigidBody method. I never tried it, but you should give it a try... Would looks like: Terrain::Terrain(Game* p_Game) : btRigidBody(/*put d...
by Yann
Fri Oct 21, 2011 7:58 am
Forum: General Bullet Physics Support and Feedback
Topic: Inheriting btRigidBody
Replies: 7
Views: 7495

Re: Inheriting btRigidBody

One way to keep track of which rigid body belongs to which object would be to have a std::map<btRigidBody*, CObject*> in your collision/physics class where you can simply access any object by using a rigid bodys pointer. You'r familiar with maps, aren't you? That would be my suggestion too As an al...
by Yann
Tue Oct 18, 2011 6:18 pm
Forum: General Bullet Physics Support and Feedback
Topic: how to set btGeneric6DofConstraint's constraint force
Replies: 9
Views: 10186

Re: how to set btGeneric6DofConstraint's constraint force

You can change the "force" that bullet can use to correct the error on a constraint. There are 2 parameters for that, called error reduction parameter (ERP) and constraint force mixing (CFM). If you want to get more information on each, here is an article that explains it quite well (sorry...
by Yann
Mon Oct 17, 2011 10:03 am
Forum: General Bullet Physics Support and Feedback
Topic: Where is ClientMoveAndDisplay function called?
Replies: 2
Views: 3250

Re: Where is ClientMoveAndDisplay function called?

Dr.Shepherd wrote: Anyone could tell me why it is set up in this way?
I guess that would be because the glut callback needs a C style function callback while the ClientMoveAndDisplay is the method of a class and can't be directly used by Glut.
by Yann
Mon Oct 10, 2011 4:47 pm
Forum: General Bullet Physics Support and Feedback
Topic: Quaternion local rotations
Replies: 1
Views: 2234

Re: Quaternion local rotations

Depends what you want to do exactly ;) Your object may be working in kinematic mode only (which mean physic will have no effect on the object, but the object may have effects on other physic objects). In this case, your have to initialize it as a kinematic object: _dynamicRigidBody->setCollisionFlag...
by Yann
Mon Oct 10, 2011 3:52 pm
Forum: General Bullet Physics Support and Feedback
Topic: how to disable a collision pair ?
Replies: 3
Views: 2984

Re: how to disable a collision pair ?

thx, dunno how I could have missed it ;)
by Yann
Mon Oct 10, 2011 10:39 am
Forum: General Bullet Physics Support and Feedback
Topic: how to disable a collision pair ?
Replies: 3
Views: 2984

how to disable a collision pair ?

I'd like to disable some collision pairs in my bullet simulation. I used to have constraints between some of my bodies, so it was easy to disable collisions between them. Now I would like to disable collision detection between these bodies, but with no constraints between them. Is there an easy way ...