Search found 43 matches
- 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...
- 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...
- 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?
also is the callback for the position being called?
- 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()...
- 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...
- 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 '...
- 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...
- 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...
kinda like a forcefield...
kinda like a forcefield...
- 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.
is the 'object' in the code referring to our btRigidBody object?
as getBody doesn't seem to be specify type.
- 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?
so how can i make bullet report the collision to the grenade to trigger the boom?
- 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...
- 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...
- 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.