Search found 26 matches

by rrck
Sun Oct 11, 2009 10:40 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet Vehicle implementation problem
Replies: 7
Views: 5746

Re: Bullet Vehicle implementation problem

Sorry I was wrong. By default in vehicle X - is right, Y is forward an Z is up.
by rrck
Sun Oct 11, 2009 10:27 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet Vehicle implementation problem
Replies: 7
Views: 5746

Re: Bullet Vehicle implementation problem

Just a guess. Do your world axis are similar to default vehicle axis, Y possitive is Up?
by rrck
Sun Oct 11, 2009 8:47 pm
Forum: General Bullet Physics Support and Feedback
Topic: Handling colision between 2 colshapes
Replies: 2
Views: 2305

Re: Handling colision between 2 colshapes

As I understand(reading change log), in last library version was added possibility to know with which shape (from compound shape) was collided. In contact added callback partId should be setted to shape id.
by rrck
Wed Oct 07, 2009 7:11 pm
Forum: General Bullet Physics Support and Feedback
Topic: New issue with gContactAddedCallback in Bullet 2.75
Replies: 40
Views: 33657

Re: New issue with gContactAddedCallback in Bullet 2.75

After closer look I found another strange issue. If understand correctly for trimesh shape both index and part id is initialized and compound shape have partId initialized, but when compound and tri mesh shapes collides in gContactAddedCallback only one object partId and index are initialized other ...
by rrck
Wed Oct 07, 2009 5:26 pm
Forum: General Bullet Physics Support and Feedback
Topic: New issue with gContactAddedCallback in Bullet 2.75
Replies: 40
Views: 33657

Re: New issue with gContactAddedCallback in Bullet 2.75

I also have issue in 2.75 release with swapped index and part id's.

When CompoundShape and TriangleMeshShape collides, in gContactAddedCallback id's and indexe's are swapped.

After trying rknoesel suggested solution everything was correct.
by rrck
Mon Sep 21, 2009 9:11 pm
Forum: General Bullet Physics Support and Feedback
Topic: What?int pairIndex = int(pair - &m_overlappingPairArray[0]);
Replies: 4
Views: 4616

Re: What?int pairIndex = int(pair - &m_overlappingPairArray[0]);

+1 is wrong.
linearSearch must return actual index of pair.
by rrck
Mon Sep 21, 2009 8:29 pm
Forum: General Bullet Physics Support and Feedback
Topic: Dynamic object not moving (Noob alert)
Replies: 10
Views: 7013

Re: Dynamic object not moving (Noob alert)

Hm I think, and understood that when you have miliseconds it is correct to divide them by 1000 when passing to bullet, because bullet gets time in seconds.
by rrck
Mon Sep 21, 2009 7:56 pm
Forum: General Bullet Physics Support and Feedback
Topic: What?int pairIndex = int(pair - &m_overlappingPairArray[0]);
Replies: 4
Views: 4616

Re: What?int pairIndex = int(pair - &m_overlappingPairArray[0]);

You can apply some arithmetic operation with pointers, but results is not like with numbers.

pair - overlappingPairArray[0] returns how many objects(holded by pair array) is stored between first pair and given pair. That is equal to pair index.

You can try to search on pointers arithmetics topic.
by rrck
Mon Sep 21, 2009 6:52 pm
Forum: General Bullet Physics Support and Feedback
Topic: Dynamic object not moving (Noob alert)
Replies: 10
Views: 7013

Re: Dynamic object not moving (Noob alert)

Hello.

If I fully understand your code, wouldn't you need to multiply ms by 1000 instead of dividing? As I understand if you divide ms by 1000 you get very small number.
by rrck
Mon Sep 21, 2009 7:39 am
Forum: General Bullet Physics Support and Feedback
Topic: Enable/Disable debug drawing for separate objects.
Replies: 0
Views: 1590

Enable/Disable debug drawing for separate objects.

Hello.

May be it's possible to add possibility to disable(or enable) debug drawing for separated objects? Because when world contains many different objects and all they are rendered it's hard enough to debug.

P.S.
I can try to implement this feature and sent a patch, if needed.