Search found 74 matches
- Thu Mar 17, 2011 4:18 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Delete rigid body assert error
- Replies: 3
- Views: 3291
Re: Delete rigid body assert error
The assert tries to make sure that you first remove all constraints attach to the rigidbody, before you delete the body. We need to add better comment in that assert. Thanks, Erwin OK that's fine for an explanation of the message, but doesn't help with my problem. My delete world code does not chan...
- Wed Mar 16, 2011 8:19 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Delete rigid body assert error
- Replies: 3
- Views: 3291
Re: Delete rigid body assert error
I still haven't been able to figure this one out. Setting the flag to true works OK. The bodies of my hinge do Not collide. It's only when I stop my code and the world cleanup functions run that I get the error. What does constraintRefs do? It almost seems like when you disable collisions, a referen...
- Wed Mar 16, 2011 10:08 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Extending MotionState & Wiki tutorial question
- Replies: 5
- Views: 5261
Re: Extending MotionState & Wiki tutorial question
You can always cast the btMotionState to your own like: MyMotionState* mstate = (MyMotionState*)rigidBody->getMotionState(); You can then use the mstate->setNode and any other method that is a member of MyMotionState. Hmm, I thought I tried that before I made my original approach, as that's what I ...
- Wed Mar 16, 2011 9:59 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Extending MotionState & Wiki tutorial question
- Replies: 5
- Views: 5261
Re: Extending MotionState & Wiki tutorial question
Sorry I'm not sure what you mean. I checked the btRigidBody and btCollisionObject classes and can't see anything about that?winspear wrote:You can add your own name or whatever in to the void pointer associated with btRigidBody. I think it is accessed by setUserPointer and getUserPointer.
- Tue Mar 15, 2011 10:12 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Delete rigid body assert error
- Replies: 3
- Views: 3291
Delete rigid body assert error
Somehow I am triggering the following btRigidBody assertion in certain circumstances. 00171 virtual ~btRigidBody() 00172 { 00173 //No constraints should point to this rigidbody 00174 //Remove constraints from the dynamics world before you delete the related rigidbodies. 00175 btAssert(m_constraintRe...
- Mon Mar 14, 2011 3:17 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Extending MotionState & Wiki tutorial question
- Replies: 5
- Views: 5261
Re: Extending MotionState & Wiki tutorial question
Or maybe there's a better way to do this? I want to iterate through all the rigid bodies in the world, and retrieve the name of the graphic object it is attached to. I was using the MotionState for this, as the tutorial seemed to be setup aready to do it. But if this doesnt work, is it possible to e...
- Mon Mar 14, 2011 3:11 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Hinge constraint exploding
- Replies: 1
- Views: 3249
Re: Hinge constraint exploding
OK well I think I've found the partial answer at least in the following :- virtual void btDynamicsWorld::addConstraint ( btTypedConstraint * constraint, bool disableCollisionsBetweenLinkedBodies = false ) I didn't think to look in the world class for an answer, but I guess if I set disableCollisions...
- Sun Mar 13, 2011 2:04 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Extending MotionState & Wiki tutorial question
- Replies: 5
- Views: 5261
Extending MotionState & Wiki tutorial question
The Wiki has the following to say in it's example of deriving a new MotionState in Ogre3d :- Ogre3d Since Ogre3d seems popular [and I'm using it myself], here's a full implementation of a motionstate for Bullet. Instantiate it with a the initial position of a body and a pointer to your Ogre SceneNod...
- Fri Mar 11, 2011 7:05 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Hinge constraint exploding
- Replies: 1
- Views: 3249
Hinge constraint exploding
Working on my Shiva Bullet plugin still, I'm at the stage of putting in the constraint API's. Now I'll admit I'm still trying to understand the meaning of many of the values and methods in the Bullet API, so I'm solving problems 1 at a time. I've tried to find out what I might be missing by searchin...
- Sat Feb 26, 2011 9:00 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Matching origins between bullet body and graphic object
- Replies: 4
- Views: 4093
Re: Matching origins between bullet body and graphic object
Thanks.
A little different to my method, but I think the end result is the same. My offset varies with the cylinder extents. Anyway, if there's any issues I'll see if your code helps.
A little different to my method, but I think the end result is the same. My offset varies with the cylinder extents. Anyway, if there's any issues I'll see if your code helps.
- Sat Feb 26, 2011 6:37 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Matching origins between bullet body and graphic object
- Replies: 4
- Views: 4093
Re: Matching origins between bullet body and graphic object
OK I think I might have figured my own way around it. I added an origin_offset vector at my motionState call constructor, and then after I've matched my graphic object translate to the world transform, I just set the translation in local space to the origin_offset value. So far it's working anyway. ...
- Sat Feb 26, 2011 3:24 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Matching origins between bullet body and graphic object
- Replies: 4
- Views: 4093
Matching origins between bullet body and graphic object
Hi All, I'm still working on my Bullet plugin for Shiva. I'm having a few problems trying to keep the origins aligned between a RigidBody in Bullet, and the graphic model created in Shiva. The example is a cylinder, both any object where origins don't match between the two is a problem. In Shiva, a ...
- Mon Feb 14, 2011 8:57 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet Wiki/Documentation availabile offline?
- Replies: 2
- Views: 2451
Re: Bullet Wiki/Documentation availabile offline?
Thanks for that. I forgot to get back here and say I found Doxygen on Saturday and created a local copy from the source files.
- Thu Feb 10, 2011 9:18 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet Wiki/Documentation availabile offline?
- Replies: 2
- Views: 2451
Bullet Wiki/Documentation availabile offline?
Hi All, My first post here. I've just started developing a Bullet plugin for the Shiva3D game engine. I do a lot of my development work on my Macbook with no Internet connection. As doing a plugin requires mapping a lot of the API functions, I need detailed references on every call, which I have see...