Search found 44 matches
- 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...
- 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 ...
- 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->...
- 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, ...
- 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...
- 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
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
- 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!
That is perfect!
- 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 ...
- 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...
- 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
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....AxeD wrote:Code: Select all
body->setWorldTransform(trans);
- 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
Thanks, this cured it. It still stops but responds to new commands now.sparkprime wrote: Alternatively you can activate() it whenever you apply a force/torque.
I'll play with the sleep thresholds too.
- 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
Effectively, I am looking for a way to produce Pitch Roll and Yaw movement.
Thanks
Simon
- 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...
- 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,...