Search found 52 matches
- 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...
- 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...
- 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 ?
Are you talking about Dynamica ?
- 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...
- 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 ?
- 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...
- 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
I thought that was the pointBigpet wrote: otherwise the value won't change as long as DISABLE_DEACTIVATION is set.
- 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:
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(DISABLE_DEACTIVATION);
Code: Select all
myRigidBody->setActivationState(ACTIVE_TAG);
- 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...
- 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...
- 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...
- 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?
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.Dr.Shepherd wrote: Anyone could tell me why it is set up in this way?
- 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...
- 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
- 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 ...