Search found 26 matches
- 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.
- 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?
- 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.
- Fri Oct 09, 2009 8:36 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Damage based on Collision Force
- Replies: 3
- Views: 3541
- 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 ...
- 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.
When CompoundShape and TriangleMeshShape collides, in gContactAddedCallback id's and indexe's are swapped.
After trying rknoesel suggested solution everything was correct.
- 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.
linearSearch must return actual index of pair.
- 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.
- 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.
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.
- 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.
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.
- 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.
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.