Hi,
My Program test if my Character is in front of a slope >60 degree. It works but I want only upward Slope !! not downward slope.
So I wonder how to know when my Character climb and not go down.
thanks
A+
Search found 24 matches
- Mon Mar 28, 2016 1:41 am
- Forum: General Bullet Physics Support and Feedback
- Topic: How to know if my Character go up or go down a slope ?
- Replies: 5
- Views: 6685
- Sat Mar 26, 2016 10:04 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Exclude Heightmap to my collision test
- Replies: 1
- Views: 2368
Re: Exclude Heightmap to my collision test
Ok I use collision filtering. It works !
- Fri Mar 25, 2016 1:43 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Exclude Heightmap to my collision test
- Replies: 1
- Views: 2368
Exclude Heightmap to my collision test
Hi, I use a BtGhostObject for my character and i want that my BtGhostObject collide with rigidBody and others BtGhostObject so I try the collision test here http://www.bulletphysics.org/mediawiki-1.5.8/index.php?title=Collision_Callbacks_and_Triggers (2) btGhostObject). It works but the collision te...
- Mon Mar 21, 2016 10:42 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Application crash when i remove a CollusionObject
- Replies: 1
- Views: 2633
Re: Application crash when i remove a CollusionObject
ok i have found, i have to remove my character before
Code: Select all
obj->mWorld->getBulletDynamicsWorld()->removeAction(obj->mCharacter);
- Mon Mar 21, 2016 6:17 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Application crash when i remove a CollusionObject
- Replies: 1
- Views: 2633
Application crash when i remove a CollusionObject
Hi,
my Application crash when i remove a CollusionObject like this
if (obj->m_ghostObject->isActive()==true){
obj->mWorld->getBulletDynamicsWorld()->removeCollisionObject(obj->m_ghostObject);
}
...it crash so how can i remove my GhostObject ?
thx
my Application crash when i remove a CollusionObject like this
if (obj->m_ghostObject->isActive()==true){
obj->mWorld->getBulletDynamicsWorld()->removeCollisionObject(obj->m_ghostObject);
}
...it crash so how can i remove my GhostObject ?
thx
- Sun Mar 20, 2016 7:32 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Detect slope angle
- Replies: 1
- Views: 2864
Detect slope angle
Hi,
I am new to bullet, I implement a Character Controller and I want to know slope's angle in my heightmap. How can I do that ?
sorry for my english.
thanks
I am new to bullet, I implement a Character Controller and I want to know slope's angle in my heightmap. How can I do that ?
sorry for my english.
thanks
- Thu Sep 24, 2015 9:20 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Collisions aren't automatic ?
- Replies: 4
- Views: 4088
Re: Collisions aren't automatic ?
I tried Kinematic Object for my character with
but I penetrate inside this tree. I don't understand.
Code: Select all
defaultBody->setKinematicObject(true);
defaultBody->disableDeactivation();
- Wed Sep 23, 2015 7:23 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Collisions aren't automatic ?
- Replies: 4
- Views: 4088
Re: Collisions aren't automatic ?
thank you for reply :) I use ogreBullet. (2) What shape types are being used for the tree and character? So for my character i use a collisionBox AxisAlignedBox boundingB = mPJ->mEntityCorps->getBoundingBox(); Vector3 size = boundingB.getSize(); //size /= 2.0f; // only the half needed //size *= 0.96...
- Tue Sep 22, 2015 1:41 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Collisions aren't automatic ?
- Replies: 4
- Views: 4088
Collisions aren't automatic ?
Hi, So I Created my world, my collisionShapes, my rigidBodies,... and we can see it with debugDrawer. It works but when I move my character towards an another object, a tree for exemple, my character penetrate inside it. why ? Bullet doesn't have to stop the character when there is contact ? or it's...