Search found 44 matches

by sipickles
Sat Nov 22, 2008 11:27 am
Forum: General Bullet Physics Support and Feedback
Topic: Getting position of children of btCompountShape
Replies: 2
Views: 2180

Re: Getting position of children of btCompountShape

I've pinned down the problem to the function: void btCompoundShape::calculateLocalInertia(btScalar mass,btVector3& inertia) const When this is called during the btRigidBody creation process, calculates the inertia based on the size of the AABB. The AABB obviously changes when a second shape is a...
by sipickles
Sat Nov 22, 2008 10:20 am
Forum: General Bullet Physics Support and Feedback
Topic: Getting position of children of btCompountShape
Replies: 2
Views: 2180

Re: Getting position of children of btCompountShape

I'm still struggling with this problem, and thought I'd try to explain exactly what seems to happen. I am building a game tool which allows you to connect objects together to form bigger compound models. My CModel class has a btCompoundShape. When creating the CModel, the first child shape I add to ...
by sipickles
Wed Nov 12, 2008 8:08 pm
Forum: General Bullet Physics Support and Feedback
Topic: Getting position of children of btCompountShape
Replies: 2
Views: 2180

Getting position of children of btCompountShape

Hello, I am slightly confused about the CORRECT way to deduce the position of children of btCompoundShapes. I have a concave object, actually composed of several btBoxShape collision objects. These children are added like this: btTransform t; t.setIdentity(); t.setOrigin( offset ); m_compoundShape->...
by sipickles
Wed Nov 05, 2008 5:16 pm
Forum: General Bullet Physics Support and Feedback
Topic: Selective collisions
Replies: 1
Views: 2493

Selective collisions

Hi, I've been using Bullet happily for a while, with rigid bodies crashing about in a dynamic world. My new problem comes with the introduction of btCompound shapes. How do I apply forces to a compound shape? I tried iterating thru the children and applying the forces to each, but that as expected, ...
by sipickles
Thu Oct 16, 2008 1:09 pm
Forum: General Bullet Physics Support and Feedback
Topic: btCompoundShape additions
Replies: 1
Views: 2034

btCompoundShape additions

Hello, I am interested in btCompoundShape so I started by looking at the forklift demo. It appears the collision shapes are combined into a btCompoundShape, then the rigid object is created with the compound shape. Am I right in thinking that there is no way to ADD a collision shape to an existing r...
by sipickles
Tue Sep 02, 2008 7:27 pm
Forum: General Bullet Physics Support and Feedback
Topic: Updating a rigidBody collision shape
Replies: 2
Views: 2848

Re: Updating a rigidBody collision shape

Hi Erwin,

Thanks, this is what I have done.

It is not perfect for my app, but not bad. I just hoped there might be a 'live' mutator....

Any hey it works!

One question, how does the XYZ coords of bullet relate to the XYZ of directX? I have noticed a few bounding box anomalies.

Thanks
Si
by sipickles
Tue Sep 02, 2008 7:15 pm
Forum: General Bullet Physics Support and Feedback
Topic: Local Pitch, roll, yaw - SOLVED
Replies: 6
Views: 6395

Re: Another rotation question

Thanks Sparkprime, o bullet master.

That is perfect!
by sipickles
Tue Sep 02, 2008 8:02 am
Forum: General Bullet Physics Support and Feedback
Topic: Local Pitch, roll, yaw - SOLVED
Replies: 6
Views: 6395

Re: Another rotation question

I still think apply forces to the wings would suffer the same problem. A wing applies a force relative to its local orientation, not the world space. Perhaps one approach is to get the orientation quaternion of an object and transform the force by this. This converts the force in local space to its ...
by sipickles
Tue Sep 02, 2008 7:46 am
Forum: General Bullet Physics Support and Feedback
Topic: Updating a rigidBody collision shape
Replies: 2
Views: 2848

Updating a rigidBody collision shape

Hi, At present, my rigidBodies are getting info on the collision shape to use in their constructor, using rigidBodyConstructionInfo. Is there any way to update the size of the collision shape after construction? I don't really want to have to delete and recreate the whole object. Basically I am look...
by sipickles
Thu Aug 28, 2008 6:25 pm
Forum: General Bullet Physics Support and Feedback
Topic: Local Pitch, roll, yaw - SOLVED
Replies: 6
Views: 6395

Re: Another rotation question

Thanks for the reply
AxeD wrote:

Code: Select all

	body->setWorldTransform(trans);
This is overriding the position and rotation of the object. I am wanting to apply forces to the object instead, just as ailerons or a rudder might do....
by sipickles
Thu Aug 28, 2008 8:59 am
Forum: General Bullet Physics Support and Feedback
Topic: Simple rotation problem - locking up - SOLVED
Replies: 3
Views: 2692

Re: Simple rotation problem - locking up

sparkprime wrote: Alternatively you can activate() it whenever you apply a force/torque.
Thanks, this cured it. It still stops but responds to new commands now.

I'll play with the sleep thresholds too.
by sipickles
Wed Aug 27, 2008 8:57 pm
Forum: General Bullet Physics Support and Feedback
Topic: Local Pitch, roll, yaw - SOLVED
Replies: 6
Views: 6395

Local Pitch, roll, yaw - SOLVED

Seeing as rigidBody::applyTorque() acts in world space, how can I rotate an object around its local axes?

Effectively, I am looking for a way to produce Pitch Roll and Yaw movement.

Thanks

Simon
by sipickles
Wed Aug 27, 2008 8:24 pm
Forum: General Bullet Physics Support and Feedback
Topic: Simple rotation problem - locking up - SOLVED
Replies: 3
Views: 2692

Simple rotation problem - locking up - SOLVED

Beware, Bullet newbie alert! I've placed a btRigidBody in a btDiscreteDynamics world as per basic demo. I am using btRigidBody->applyTorque() to perform simple rotation of the rigid body in two axes, X and Y (Y is vertical). This works fine, then occasionally the object will suddenly stop rotating a...
by sipickles
Thu Aug 07, 2008 7:01 am
Forum: General Bullet Physics Support and Feedback
Topic: Client vs Server, World partitioning
Replies: 1
Views: 2941

Client vs Server, World partitioning

Hi! My game only had a simple hand built movement system up until now, with very crude AABB collision detection. I am currently upgrading to Bullet, and like what I see so far. My question is how to use Bullet in a large play area, and how to divide the processing between client and server. Firstly,...