Search found 456 matches
- Thu Feb 25, 2010 12:56 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: kinematic > static collision detection
- Replies: 5
- Views: 6796
Re: kinematic > static collision detection
For example when a character (kinematic) go through some volume in the scene (static). Can Bullet detect such collision? Kinematic bodies can't collide with static bodies in Bullet: that's one reason why a (kinematic) character controller must be used in this situation. There's a demo about it. The...
- Tue Feb 23, 2010 3:02 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Questions about serialization and contact query
- Replies: 2
- Views: 2395
Re: Questions about serialization and contact query
Thanks for all your clarifications.
Flix.
Flix.
- Sun Feb 21, 2010 9:49 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Questions about serialization and contact query
- Replies: 2
- Views: 2395
Questions about serialization and contact query
Some quick questions about recent Bullet features: Serialization: 1) I've seen that it's possible to serialize/deserialize objects to/from memory. Based on this, is there some robust code snippet around to clone physic bodies? 2) Is it complete ? (i.e. can I serialize/deserialize all kind of constra...
- Sun Feb 21, 2010 9:26 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Ogre + Bullet combination - best practices?
- Replies: 13
- Views: 13780
Re: Ogre + Bullet combination - best practices?
Just to say that I've been using Ogre and Bullet together for some year, and what I did was to derive a physic model (verts + inds) from an Ogre mesh by removing double vertices. This way vertices can be reduces about by 20% (or even more on some meshes) and the performance is better. The main probl...
- Sun Feb 07, 2010 9:13 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Help with sphere...
- Replies: 7
- Views: 5542
Re: Help with sphere...
2) How to add bend to an object, i think its called centripical force, like a curve ball in baseball? I thought it was called Bernoulli force... Anyway, as far as I remember, that force is caused by the friction between the body surface and a fluid (air), and of course it can't be applied by Bullet...
- Sun Jan 31, 2010 9:25 am
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Hinge2Vehicle Demo (with source code)
- Replies: 1
- Views: 11070
Re: Hinge2Vehicle Demo (with source code)
Here is a pic of the demo in action:
And this is a raytrace screenshot of the most complex wheel collision shape included in the demo (I named it btWheelShape AFAIR), added to show it better:- Sun Jan 31, 2010 9:19 am
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Hinge2Vehicle Demo (with source code)
- Replies: 1
- Views: 11070
Hinge2Vehicle Demo (with source code)
WHAT'S THIS? This is a demo about vehicles without raycasting. IMPLEMENTATION NOTES: I used a btHinge2Constraint for the wheels, but I disabled the (vertical) suspension spring, because I couldn't find a good setting for it, and I replaced it with a vertical translational motor. Thus now the suspen...
- Tue Jan 12, 2010 2:46 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btTransform and Compound Shape Construction question
- Replies: 3
- Views: 4598
Re: btTransform and Compound Shape Construction question
what does mean this code? the rotation Is only in the place of the object? Sure, you were adding the same body in btVector3(0,0,radius), each time with a different orientation (rotation in Bullet means body orientation most of the time). You need to modify the position (origin) of the child transfo...
- Sun Jan 10, 2010 9:17 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Specifying correct btCylinderShape
- Replies: 2
- Views: 3925
Re: Specifying correct btCylinderShape
Without testingt, I'd say:How does one interpret the halfExtents vector for btCylinderShape? For example, if I have a cylinder of radius 3 and height 1, what would be the correct btCylinderShape vector here?
btCylinderShape* shape = new btCylinderShape(btVector3(radius,height*0.5,radius));
- Tue Jan 05, 2010 2:16 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Unilateral collision response using masks.
- Replies: 1
- Views: 2769
Re: Unilateral collision response using masks.
I would just assign a very low mass to the debris, so that they don't interfere with the player trajectory. Many times this simple solution works (I've tested it with my collision camera). You can assign a good damping factor or something like that to limit the debris speed due to collisions. Don't ...
- Sun Dec 27, 2009 9:29 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Matrix rotation values
- Replies: 1
- Views: 1903
Re: Matrix rotation values
I don't know if this depends on the conventions you're using or not. AFAIK in my case: myTransform.getBasis().getColumn(0) is the X-axis (left) in global space. myTransform.getBasis().getColumn(1) is the Y-axis (up) in global space. myTransform.getBasis().getColumn(2) is the Z-axis (forward) in glob...
- Sun Dec 27, 2009 9:21 am
- Forum: General Bullet Physics Support and Feedback
- Topic: skeleton or vertex animation using bullet
- Replies: 2
- Views: 3191
Re: skeleton or vertex animation using bullet
1) calculate the new vertex position. 2) create a new rigid body with the new vertex position data 3) add the rigid body to world 4) physics world step Well, this shouldn't be done in real-time simulations. I've never needed to do animations myself, but I suggest just using a capsule controller aro...
- Thu Dec 24, 2009 12:58 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Breakable convex decomposition demo (with source code)
- Replies: 2
- Views: 10185
Re: Breakable convex decomposition demo (with source code)
This is just an ugly image of the demo I posted:
Happy Xmas to everybody!
Happy Xmas to everybody!
- Thu Dec 24, 2009 12:54 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Breakable convex decomposition demo (with source code)
- Replies: 2
- Views: 10185
Breakable convex decomposition demo (with source code)
WHAT'S THIS? This is just an extension to the Bullet Convex Decomposition Demo I made several months ago (probably half 2009), to add VERY BASIC support for breakable compound shapes. Hope newbies will find it useful. INSTALLATION The attached compressed archive contains one redundant file (ConvexD...
- Thu Dec 03, 2009 11:48 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btAtan2Fast too approximate
- Replies: 2
- Views: 2412
Re: btAtan2Fast too approximate
rponomarev wrote: I replaced it by btAtan2() as of r1833 AFAIK there are still some btAtan2Fast calls in btConeTwistContraint.cpp. (Or maybe you can temporary replace it in btScalar.h and make it call btAtan2 to avoid these problems, in case somebody will find a better implementation in the future)...