Search found 51 matches

by d3x0r
Mon Nov 09, 2015 3:14 am
Forum: General Bullet Physics Support and Feedback
Topic: setUserIndex alternative?
Replies: 6
Views: 8807

Re: setUserIndex alternative?

I mean that it work exactly the same in that if you don't setUserIndex to anything getUserIndex will be 0... same if you don't setUserPointer, getUserPointer will of course be null.
by d3x0r
Mon Nov 09, 2015 3:05 am
Forum: General Bullet Physics Support and Feedback
Topic: setUserIndex alternative?
Replies: 6
Views: 8807

Re: setUserIndex alternative?

setUserPointer works exactly the same as index... so I assume you mean like setUserIndex would be 0 if unused... No it doesn't. setUserIndex stores integers. setUserPointer stores void pointers. setUserIndex is only capable of storing one integer per rigid body. I need to store more than one intege...
by d3x0r
Sun Nov 08, 2015 8:59 pm
Forum: General Bullet Physics Support and Feedback
Topic: setUserIndex alternative?
Replies: 6
Views: 8807

Re: setUserIndex alternative?

make a struct that contains the integers's you'd like to save and store that instead? (or actually user pointer instead... or keep an array of those structs and use the int as an index into that struct?) setUserPointer works exactly the same as index... so I assume you mean like setUserIndex would b...
by d3x0r
Fri Nov 06, 2015 7:15 am
Forum: General Bullet Physics Support and Feedback
Topic: Bullet on XNA
Replies: 61
Views: 615145

Re: Bullet on XNA

Would be interesting to look at the conversion of operators to methods, wasn't particularly aware at the time of the performance differences for them. Does move a bit away from trying to make things 'match' the c++ bullet code but would be worth it. Array's are always range checked also; moving awa...
by d3x0r
Wed Nov 04, 2015 1:02 am
Forum: General Bullet Physics Support and Feedback
Topic: Physical accuracy of a simulation using bullet physics.
Replies: 2
Views: 4342

Re: Physical accuracy of a simulation using bullet physics.

From reviews I searched through it looked like bullet was fairly accurate for simulation results. A rope though... depends on exactly how real you want it. If it's a rope of fair length suspending an object, the rope will untwist; there's nothing native that's 'rope'. But I'd imagine it could be sim...
by d3x0r
Tue Nov 03, 2015 10:41 pm
Forum: General Bullet Physics Support and Feedback
Topic: Best way to simulate a gyro sensor?
Replies: 7
Views: 8911

Re: Best way to simulate a gyro sensor?

Huh, you're right, there is no multiplication operator between btQuaternion and btVector3 that produces a rotated vector. I think I knew that but had forgotten. Nevertheless it blows my mind each time. This is a terrible omission from the Bullet math library. Perhaps someone in these forums can enl...
by d3x0r
Sat Oct 31, 2015 10:25 pm
Forum: General Bullet Physics Support and Feedback
Topic: While porting this I found this...
Replies: 19
Views: 47988

Re: While porting this I found this...

in btHingeConstraint.cpp m_useOffsetForConstraintFrame is typically set to true which is used in things like... void btHingeConstraint::getInfo2 (btConstraintInfo2* info) { if(m_useOffsetForConstraintFrame) { getInfo2InternalUsingFrameOffset(info, m_rbA.getCenterOfMassTransform(),m_rbB.getCenterOfMa...
by d3x0r
Wed Oct 28, 2015 9:03 pm
Forum: General Bullet Physics Support and Feedback
Topic: Is Matrix3x3 column-major or row-major?
Replies: 1
Views: 2704

Re: Is Matrix3x3 column-major or row-major?

I guess I could evaluate the quaternion code for more confirmation... from the quaternion conversion it looks more like it's row-major. so btVector3 m_el[3]; m_el[0] is the x-axis translation then? which would align with other comments that said it was inversed from opengl method, and why the getope...
by d3x0r
Wed Oct 28, 2015 8:45 pm
Forum: General Bullet Physics Support and Feedback
Topic: Is Matrix3x3 column-major or row-major?
Replies: 1
Views: 2704

Is Matrix3x3 column-major or row-major?

Recent sources from github have a function that is childTrans.getOpenGLMatrix(childMat); which does a transpose on the matrix for the result; however, the resulting matrix is never passed to opengl in examples. Instead Identity matrix is used for opengl and the matrix is applied to coordinates as th...
by d3x0r
Tue Oct 20, 2015 10:38 am
Forum: General Bullet Physics Support and Feedback
Topic: While porting this I found this...
Replies: 19
Views: 47988

Re: While porting this I found this...

I made too many find and replace errors on a global scale. I feel I need to restart given what I know now about what it needs. Made some errors in conversion where vector*matrix was assumed to be the same as matrix*vector and I can't find them now. Was trying to stick to the original names; bullet X...
by d3x0r
Tue Oct 20, 2015 6:57 am
Forum: General Bullet Physics Support and Feedback
Topic: Bullet on XNA
Replies: 61
Views: 615145

Re: Bullet on XNA

So... is the freeze on soft bodies because they keep btVector3& 's? or in your case IndexedVertex3... You know you can add an interface IIndexVector3 which supplies all the methods (except the operators) and use that to keep a reference to a struct? Have to change operators to methods; which I h...
by d3x0r
Tue Oct 20, 2015 5:15 am
Forum: General Bullet Physics Support and Feedback
Topic: While porting this I found this...
Replies: 19
Views: 47988

Re: While porting this I found this...

I see... I didn't check that because... XNA. I looked; it's pretty stale; some 3 years behind in updates It is a good resource to answer some of my questions. (like the pointer math comparison which seems pretty arbitrary... the sort comparer in .NET is 1/0/-1 instead of just true/false that the qui...
by d3x0r
Mon Oct 19, 2015 11:17 am
Forum: General Bullet Physics Support and Feedback
Topic: While porting this I found this...
Replies: 19
Views: 47988

Re: While porting this I found this...

Out of interest , what are you porting to - saw a few references to c# in your earlier comments. If it's that , then you might want to have a look at : https://code.google.com/p/bullet-xna/ and https://code.google.com/p/bulletsharp/ I did; was unimpressed since they required linking to native code;...
by d3x0r
Mon Oct 19, 2015 8:24 am
Forum: General Bullet Physics Support and Feedback
Topic: Really strange forum behavior
Replies: 0
Views: 3203

Really strange forum behavior

I tried to post my prior message about the algorthm > check several times. If ti starated with or contains the following with two slashses BulletCollision/BroadphaseCollision btBroadphaseProxy.h the post would fail.... Even when editing and trying to put the slash between BroadphaseCollision and btB...