Search found 52 matches
- 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));
- 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...
- 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...
- 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 (...
- 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...
- 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
- 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);
}
- 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
- 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
- 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;
- Thu Jun 23, 2011 12:55 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Requirement on joints
- Replies: 2
- Views: 2091
Re: Requirement on joints
look at this thread http://www.bulletphysics.org/Bullet/php ... f=9&t=6832
- 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...
- 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
- 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...
- 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?