Search found 52 matches

by marios
Sun Sep 25, 2011 11:57 am
Forum: General Bullet Physics Support and Feedback
Topic: Mesh as collision detector but not physical object
Replies: 18
Views: 17620

Re: Mesh as collision detector but not physical object

Yep, You can do that easily just add this line while creating your body. Then it will not collide but it will be still generating contact points, that you want to use to check which body is inside water. body->setCollisionFlags(body->getCollisionFlags()| btCollisionObject::CF_NO_CONTACT_RESPONSE));
by marios
Wed Sep 14, 2011 2:30 pm
Forum: General Bullet Physics Support and Feedback
Topic: linear limits in world coordinates
Replies: 1
Views: 2091

Re: linear limits in world coordinates

Ok i managed to do that. Constraint limit in world coordinates is : constraint->getLinearLowerLimit(lowLimit); lowLimit=lowLimit - constraint->getFrameOffsetB().getOrigin() + constraint->getFrameOffsetA().getOrigin(); //low limit is now in world coordinates note tat there is no rotations, with rotat...
by marios
Wed Sep 14, 2011 2:39 am
Forum: General Bullet Physics Support and Feedback
Topic: linear limits in world coordinates
Replies: 1
Views: 2091

linear limits in world coordinates

I am playing with btGeneric6DofSpringConstraint and during simulation I like to know linear constraint limits in world coordinates (first body is fixed). I was trying to achieve that by doing calculations with frameA, frameB, calculatedTransformA and calculatedTransformA but without good result. I n...
by marios
Tue Sep 13, 2011 1:39 am
Forum: Applications, Games, Demos or Movies using Bullet
Topic: platform game
Replies: 2
Views: 8613

platform game

My prototype game uses Bullet Physics. It has no name jet, it is still in development stage. My last created video that shows physics based sound: http://vimeo.com/28902192 implemented interesting bullet connected, physics things: real-time destruction physical sound forcefields networking physics (...
by marios
Wed Sep 07, 2011 10:18 pm
Forum: General Bullet Physics Support and Feedback
Topic: crash at exit
Replies: 10
Views: 9757

Re: crash at exit

Before you remove/delete rigidbody from world,you should remove all constraints connected with this body, for example like this: int num=body->getNumConstraintRefs(); //body of course is body you want to delete for(int j=0;j<num;++j) dynamicsWorld->removeConstraint(body->getConstraintRef(0)); dynami...
by marios
Fri Aug 12, 2011 10:01 am
Forum: General Bullet Physics Support and Feedback
Topic: Changing an object's rotation
Replies: 4
Views: 3399

Re: Changing an object's rotation

hmm, so maybe operate directly on body->getWorldTransform() instead motionstate
by marios
Fri Aug 12, 2011 12:17 am
Forum: General Bullet Physics Support and Feedback
Topic: Changing an object's rotation
Replies: 4
Views: 3399

Re: Changing an object's rotation

I'm doing this like that:

Code: Select all

void dynamics_box::rotate(const float3 Angles)
{
btTransform Transformation;
motion_state->getWorldTransform(Transformation);

Transformation.getBasis().setEulerYPR(Angles.y,Angles.x, Angles.z);

motion_state->setWorldTransform(Transformation);
}
by marios
Tue Jul 26, 2011 2:21 pm
Forum: General Bullet Physics Support and Feedback
Topic: Object stuck in the floor.
Replies: 21
Views: 20022

Re: Object stuck in the floor.

how do you move your player? impulses or kinematic object? If impulses/forces I suggest you to add some force upward. Another way to workaround this is to change player collision object to sphere or capsule
by marios
Tue Jun 28, 2011 1:35 am
Forum: General Bullet Physics Support and Feedback
Topic: Body shouldn't bounce
Replies: 5
Views: 3643

Re: Body shouldn't bounce

Glad it worked. m_splitImpulse when enabled removes effect of instant separation of overlapping objects, instead that, we get smooth, slow and not excessive separation
by marios
Sun Jun 26, 2011 8:47 pm
Forum: General Bullet Physics Support and Feedback
Topic: Body shouldn't bounce
Replies: 5
Views: 3643

Re: Body shouldn't bounce

Try, if this helps:

Code: Select all

dynamicsWorld->getSolverInfo().m_splitImpulse = true;
by marios
Sun Jun 05, 2011 9:54 pm
Forum: General Bullet Physics Support and Feedback
Topic: remove a constraint for certain condition
Replies: 2
Views: 2524

Re: remove a constraint for certain condition

just store somewhere pointer to that constraint you want to delete, and than between brackets: dynamicsWorld->removeConstraint(constraint_ptr); or better, you can use FirstRigidBody->getConstraintRef(index) but you must know constraint index (if you have only one constraint connected to FirstRigidBo...
by marios
Sun Jun 05, 2011 2:11 pm
Forum: General Bullet Physics Support and Feedback
Topic: btKinematicCharacterController and strafing
Replies: 3
Views: 3703

Re: btKinematicCharacterController and strafing

Quaternions are weird:) have you tried using matrices instead of quaternions? I think it's simpler. Code like this:

Code: Select all

float y,p,r;
transform.getBasis().getEulerYPR(y,p,r);
transform.getBasis().setEulerYPR(y+0.002f,p,r); //add some angle to axis you want
by marios
Thu May 26, 2011 1:32 pm
Forum: General Bullet Physics Support and Feedback
Topic: constraining rotation in one direction
Replies: 2
Views: 2519

Re: constraining rotation in one direction

first idea that comes into my mind, is to set each frame limit(for example low limit) using setLimit(...) method with actual angle of constraint that you can get by getHingeAngle() . You can try doing that, but i don't guarantee that works corectly. edit: instead of setting new limit each frame, you...
by marios
Thu May 26, 2011 1:18 pm
Forum: General Bullet Physics Support and Feedback
Topic: stepSimulation seems to be slacking
Replies: 3
Views: 3039

Re: stepSimulation seems to be slacking

what are you exactly displaying by cout<<... ? It looks like integer value and bullet is working in floats, are you casting it?