Search found 43 matches

by khoowaikeong
Tue Aug 21, 2012 11:18 am
Forum: General Bullet Physics Support and Feedback
Topic: my bodies don't move when applying force to them... :\
Replies: 3
Views: 3732

my bodies don't move when applying force to them... :\

they react to gravity and each other but setting: pRigidBody->setLinearVelocity(btVector3(_force.x, _force.y, _force.z)); , pRigidBody->applyCentralImpulse(btVector3(_force.x, _force.y, _force.z)); or pRigidBody->applyCentralForce(btVector3(_force.x, _force.y, _force.z)); does completely nothing. :o...
by khoowaikeong
Wed Aug 15, 2012 4:18 am
Forum: General Bullet Physics Support and Feedback
Topic: all show must end, so do i need to delete the shapes?
Replies: 1
Views: 2747

all show must end, so do i need to delete the shapes?

my clean up code: if(pRigidBody) { if(pColliderScene) { pColliderScene->getDynamicsWorld()->removeRigidBody(pRigidBody); pColliderScene = NULL; } delete pRigidBody; pRigidBody = NULL; } // delete pCollisionShape; <--- do i need to delete shape? do i need to remove the shape i use in pRigidBody->setS...
by khoowaikeong
Tue Aug 14, 2012 11:10 am
Forum: General Bullet Physics Support and Feedback
Topic: noob question: body doesn't fall
Replies: 12
Views: 11628

Re: noob question: body doesn't fall

have you try not setting btCollisionObject::CF_KINEMATIC_OBJECT and treating it as a default object?
also is the callback for the position being called?
by khoowaikeong
Mon Aug 13, 2012 10:17 am
Forum: General Bullet Physics Support and Feedback
Topic: getting Static/Kinematic out of btCollisionDispatcher?
Replies: 0
Views: 1844

getting Static/Kinematic out of btCollisionDispatcher?

i implemented a btCollisionDispatcher class, it is basically empty with some stuff move from needsResponse to needsCollision, otherwise it is unchanged. in additional, following the example in wiki filtering example i also added: btOverlapFilterCallback * filterCallback = new YourOwnFilterCallback()...
by khoowaikeong
Mon Aug 13, 2012 9:47 am
Forum: General Bullet Physics Support and Feedback
Topic: noob question: body doesn't fall
Replies: 12
Views: 11628

Re: noob question: body doesn't fall

did you 'activate' him? i am pretty much a noob myself, but what i do when i create a new character is clear the cache and activate the body. if (pDynamicsWorld->getBroadphase()->getOverlappingPairCache()) pDynamicsWorld->getBroadphase()->getOverlappingPairCache()->cleanProxyFromPairs(pRigidBody->ge...
by khoowaikeong
Fri Aug 10, 2012 7:46 am
Forum: General Bullet Physics Support and Feedback
Topic: best way to feed collision result into logical object.
Replies: 1
Views: 2202

best way to feed collision result into logical object.

so far bullet does physic great, but now we need to link the collision result to the logical object so the script can be trigger. currently our logical object contains 3 collision object: body(recieve damage & collision) weapon(cause damage) ghost(trigger) the result we get from bullet such as '...
by khoowaikeong
Mon Aug 06, 2012 10:54 am
Forum: General Bullet Physics Support and Feedback
Topic: bullet for camera culling?
Replies: 1
Views: 2373

bullet for camera culling?

just a thought, if I stick a collision shape that mirrors the camera clip planes, would that return me all the object that is within the camera space? then i can just discard the rest of the object from rendering. :lol: the only problem is bullet doesn't organise the collided object, so i have to fi...
by khoowaikeong
Thu Aug 02, 2012 9:28 am
Forum: General Bullet Physics Support and Feedback
Topic: possible to make a "one way" wall...
Replies: 2
Views: 3114

possible to make a "one way" wall...

a wall you can walk thru from one side, but not the other... :shock:
kinda like a forcefield...
by khoowaikeong
Tue Jul 31, 2012 4:04 am
Forum: General Bullet Physics Support and Feedback
Topic: get list of collision pairs
Replies: 4
Views: 5872

Re: get list of collision pairs

just what i am looking for.
is the 'object' in the code referring to our btRigidBody object?
as getBody doesn't seem to be specify type.
by khoowaikeong
Mon Jul 30, 2012 9:28 am
Forum: General Bullet Physics Support and Feedback
Topic: how to know if object collided? (help my grenade explode!)
Replies: 1
Views: 2282

how to know if object collided? (help my grenade explode!)

say i want to make a grenade go boom when it hit a wall, it just bouncing off now like a tennis ball,
so how can i make bullet report the collision to the grenade to trigger the boom?
by khoowaikeong
Mon Jul 30, 2012 7:03 am
Forum: General Bullet Physics Support and Feedback
Topic: Knowing position of object ahead of time
Replies: 6
Views: 6503

Re: Knowing position of object ahead of time

we could timestep the 2nd world and have only 'the ball' and the terrain in it to plot a projected path. of course if we want to simulate interaction with other moving object that might hit it, we will need to clone those stuff as well. however I think the 'path line' in most game are generated by m...
by khoowaikeong
Tue Jul 24, 2012 3:58 am
Forum: General Bullet Physics Support and Feedback
Topic: noob: using bullet for "collision trigger" and physic.
Replies: 0
Views: 2105

noob: using bullet for "collision trigger" and physic.

I am somewhat confused. I would like to use bullet firstly as a collision detector to activate triggers and stuff, but I am also interested in using bullet for wall, grounds, character and stuff. in the starting guide, it states that btCollisionWorld does the collision detection, while btDynamicsWor...
by khoowaikeong
Fri Jun 15, 2012 7:15 am
Forum: General Bullet Physics Support and Feedback
Topic: can you "unset" a btSliderConstraint?
Replies: 1
Views: 2107

can you "unset" a btSliderConstraint?

like you are dragging a train cart, but then you want to uncouple the cart from the rest of the train.