Search found 350 matches

by benelot
Sat Nov 26, 2016 9:11 am
Forum: General Bullet Physics Support and Feedback
Topic: Same object in two places
Replies: 2
Views: 4389

Re: Same object in two places

That sounds like a doable thing in Bullet Physics. You can easily just take both states and mix them in some way so that the resulting state can be copied onto both. The important parameters of the boxes are linear and angular velocity. The forces applied to the boxes are then resulting acceleration...
by benelot
Sat Nov 26, 2016 9:00 am
Forum: General Bullet Physics Support and Feedback
Topic: Handling constraint "softness".
Replies: 10
Views: 17378

Re: Handling constraint "softness".

I did not know about the sponginess param, but the cfm and erp should fix your issue. What solver and options are you using now?
by benelot
Sat Nov 26, 2016 8:58 am
Forum: General Bullet Physics Support and Feedback
Topic: Bullet 3-2.85 Soft Body Demos
Replies: 1
Views: 3701

Re: Bullet 3-2.85 Soft Body Demos

Hello,

I do not know what the actual issue is, but it is done well in premake. If you want to get it working, just check out how it is done there and do the same in cmake. If you succeed, you can easily publish it back to the repository. It is not working yet out of the box.
by benelot
Thu Nov 24, 2016 10:36 pm
Forum: General Bullet Physics Support and Feedback
Topic: Weak constraint: btMultiBody to btRigidBody
Replies: 5
Views: 6509

Re: Weak constraint: btMultiBody to btRigidBody

I am not sure what you mean by pulling..you can easily pull a link via constraints such as it is done in the multibody dragging examples.
by benelot
Mon Nov 21, 2016 11:06 am
Forum: General Bullet Physics Support and Feedback
Topic: Bullet for Forensic Accident Reconstruction
Replies: 2
Views: 3841

Re: Bullet for Forensic Accident Reconstruction

The only thing I can remember in this direction is the following: http://homes.cs.washington.edu/~todorov ... ICRA15.pdf
However, the Featherstone Multibody implementation was not completely ready at that time, so the results for Bullet are slightly outdated already.
by benelot
Thu Nov 17, 2016 10:36 pm
Forum: General Bullet Physics Support and Feedback
Topic: Handling constraint "softness".
Replies: 10
Views: 17378

Re: Handling constraint "softness".

Sorry, it somehow much have gotten out of the post: https://github.com/bulletphysics/bullet3/blob/master/examples/Utils/b3ERPCFMHelper.hpp But as Erwin said, maybe the Multibody is the way to go here, especially because for robotarms you can easily write a urdf file and load it. You can get beautifu...
by benelot
Thu Nov 17, 2016 10:31 pm
Forum: General Bullet Physics Support and Feedback
Topic: [SOLVED]Linear & Angular Damping For Multiple Axes/Rotations
Replies: 2
Views: 4790

Re: Linear And Angular Damping For Multiple Axes / Rotations

I think there is no such damping method for separate axes, but you can easily multiply your damping into your velocities. Be sure to use a callback to apply the damping in a systematic fashion at every bullet step.
by benelot
Mon Nov 14, 2016 10:51 pm
Forum: General Bullet Physics Support and Feedback
Topic: How do you use Ghost Objects?
Replies: 25
Views: 37535

Re: How do you use Ghost Objects?

Is anybody of you interested in implementing the case including the issue into an example of the bullet example browser? By doing this, you usually do not only reduce the causes of errors because you minimize the example but also you make the issue accessible for others to tinker with. It usually ma...
by benelot
Mon Nov 14, 2016 10:48 pm
Forum: General Bullet Physics Support and Feedback
Topic: Handling constraint "softness".
Replies: 10
Views: 17378

Re: Handling constraint "softness".

You could change the erp/cfm values to change the joint softness. This can be done on a per solver or a per joint basis. Here is an ERP/CFM helper I wrote, which explains what the two values do and how they can be influenced. You can copy the code directly into your code to change the softness with ...
by benelot
Sat Nov 12, 2016 11:03 am
Forum: General Bullet Physics Support and Feedback
Topic: [Solved] Kinematic object not waking up my dynamic objects.
Replies: 4
Views: 7741

Re: Kinetic object not waking up my dynamic objects.

Hi, You mean a kinematic camera I think :) The thing is that kinematic objects are not meant to be moving by themselves. They are more like static, immobile things. You should create a rigidbody instead for your camera object. You could probably attach the rigidbody to the worldposition of the camer...
by benelot
Sat Nov 12, 2016 10:54 am
Forum: General Bullet Physics Support and Feedback
Topic: How animate a textured cube loaded from an OBJ file?
Replies: 5
Views: 6967

Re: How animate a textured cube loaded from an OBJ file?

Hi, The thing about textures is that to get a texturized object moving along with the physics object, you need a separate graphical representation with the texture that just copies the movement of the physics object. This means you need a graphics engine additional to bullet to get the texture stuff...
by benelot
Wed Nov 09, 2016 11:16 pm
Forum: General Bullet Physics Support and Feedback
Topic: Hinge constraint and gravity
Replies: 1
Views: 3574

Re: Hinge constraint and gravity

Hi, Welcome to the Bullet Physics forum! There is not such method to keep you stay on target. However, you can easily fix it by doing some PID (Proportional Integral Derivate) Control. Basically, you calculate a required velocity based on the difference between your current angle and your target ang...
by benelot
Mon Nov 07, 2016 6:48 pm
Forum: General Bullet Physics Support and Feedback
Topic: Using broadphase collision detection only
Replies: 8
Views: 20033

Re: Using broadphase collision detection only

Oh, I thought you were writing your totally own renderer, that is why I thought that you would want to filter per-face. Because trying to drawing an entire object just because it is partly in view is large overhead. Well yeah, for a quick test, you can definitely use broad phase and you definitely a...
by benelot
Sun Nov 06, 2016 11:06 am
Forum: General Bullet Physics Support and Feedback
Topic: Using broadphase collision detection only
Replies: 8
Views: 20033

Re: Using broadphase collision detection only

First of all, you should keep graphics totally separate from a physics engine. Broadphase collision only use the aabb collision boxes and returns also collisions between the objects in view O(n^2) algorithm. What your rendering system should do must be much more efficient than broadphase, because it...
by benelot
Sun Nov 06, 2016 10:42 am
Forum: General Bullet Physics Support and Feedback
Topic: Moving rigid bodies for a ragdoll
Replies: 3
Views: 5168

Re: Moving rigid bodies for a ragdoll

Fixing issues with positioning of physics and graphics can usually be debugged better by using a DebugDrawer. By that you can see were the shapes end up when you position them. To your question, there is no scaling applied, the rigidbody's COM is placed at your position, but maybe you do no clear ve...