Search found 149 matches
- Tue Jul 01, 2014 1:39 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: CollisionShapes on animated mesh (skeletal)
- Replies: 3
- Views: 5833
Re: CollisionShapes on animated mesh (skeletal)
You do have access to the transformed bones on the CPU side. So one option is to use kinematic primitives kept in alignment to the bones in order to make a close approximation to the actual character.
- Mon Jun 23, 2014 5:16 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: [JBULLET] Axes on BTGeneric6DofConstraint and lock/unlock ?
- Replies: 23
- Views: 22700
Re: Set the axes on BTGeneric6DofConstraint and lock/unlock
There's a constructor to build a btMatrix3x3 from 3 axes, if that's what you mean: /** @brief Constructor with row major formatting */ btMatrix3x3(const btScalar& xx, const btScalar& xy, const btScalar& xz, const btScalar& yx, const btScalar& yy, const btScalar& yz, const btS...
- Mon Jun 23, 2014 4:36 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: [JBULLET] Axes on BTGeneric6DofConstraint and lock/unlock ?
- Replies: 23
- Views: 22700
Re: Set the axes on BTGeneric6DofConstraint and lock/unlock
It means if you want to swivel or offset the constraint on either end, you can do so in local coords. So, just for a moment, we can imagine the constraint as a rope between a tree branch and a tire swing ... not exactly relevant to a 6dof but oh well. Now you can offset the position or rotation (bas...
- Mon Jun 23, 2014 4:09 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: build error for bullet-2.82-r2704 for ios and my xcode is 5
- Replies: 7
- Views: 7186
Re: build error for bullet-2.82-r2704 for ios and my xcode i
IMHO the error is that code signing is required for iOS deployment and you haven't set it up.
Also, can't you generate an xcode5 project using CMake? Also also, you can just add the cpp files you need directly in an existing project if it comes down to it.
Also, can't you generate an xcode5 project using CMake? Also also, you can just add the cpp files you need directly in an existing project if it comes down to it.
- Mon Jun 23, 2014 2:46 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Local /global coordinates (why always local ?)
- Replies: 8
- Views: 8539
Re: Local /global coordinates (why always local ?)
Hmmm I don't know, I am seriously bad at math (for a programmer). High school level algebra. Ogre is my crutch I have learned a lot from digging into its implementations, like Node::convertWorldToLocalPosition and Node::convertWorldToLocalOrientation
- Mon Jun 23, 2014 2:12 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: [JBULLET] Axes on BTGeneric6DofConstraint and lock/unlock ?
- Replies: 23
- Views: 22700
Re: Set the axes on BTGeneric6DofConstraint and lock/unlock
setAngularLowerLimit/setAngularUpperLimit are for angular motion. If you are talking about linear motion you would use setLinearLowerLimit/setLinearUpperLimit. And yes, setting all limits to btVector3(0,0,0) would completely lock motion. You can really learn a lot by playing with the constraint demo...
- Mon Jun 23, 2014 1:58 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Local /global coordinates (why always local ?)
- Replies: 8
- Views: 8539
Re: Local /global coordinates (why always local ?)
I'm pretty much the worst mathematician I know, and I don't have a problem translating between coordinate spaces. But if you think it should be in the library you can always submit a patch.
- Mon Jun 23, 2014 7:15 am
- Forum: General Bullet Physics Support and Feedback
- Topic: build error for bullet-2.82-r2704 for ios and my xcode is 5
- Replies: 7
- Views: 7186
Re: build error for bullet-2.82-r2704 for ios and my xcode i
I think it's more that you haven't set up a provisioning profile. I bet if you literally cut and paste that output into google there with be a stackoverflow post from someone who has done the same.
- Mon Jun 23, 2014 3:58 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Local /global coordinates (why always local ?)
- Replies: 8
- Views: 8539
Re: Local /global coordinates (why always local ?)
Haven't we ALL?Basroil wrote:Ever worked with an 18dof robotic snake?
Hint: no
- Mon Jun 23, 2014 2:21 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Local /global coordinates (why always local ?)
- Replies: 8
- Views: 8539
Re: Local /global coordinates (why always local ?)
Local makes sense to me. As you even mention, you can just translate world to local if you like.
- Fri Jun 20, 2014 1:15 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Restricting movement of a RigidBody onto an arbitrary plane.
- Replies: 6
- Views: 13165
Re: Restricting movement of a RigidBody onto an arbitrary pl
My understanding is that those transforms express the pivot of the constraint in local coordinates. For example, you can tilt the entire 6dof slide in the constraint demo by specifying a rotation. As for the other concerns about the merits of this as a solution to the original problem, I really can'...
- Thu Jun 19, 2014 11:29 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Restricting movement of a RigidBody onto an arbitrary plane.
- Replies: 6
- Views: 13165
Re: Restricting movement of a RigidBody onto an arbitrary pl
By using the transforms taken as parameters to the constraint's constructorI also am not really seeing how to use the 6Dof constraint to lock to a plane that isn't axis aligned. If I am missing something that makes that happen, please let me know.
- Fri May 30, 2014 1:21 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Softbody help
- Replies: 9
- Views: 9267
Re: Softbody help
No worries. I did a very simple implementation of btsoftbody in Ogre and there was no way I ever would have completed it without debug drawing (and a lot of debugging and referencing the softbody samples)
- Tue May 27, 2014 12:29 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Softbody help
- Replies: 9
- Views: 9267
Re: Softbody help
You are trying to get softbodies working but you haven't taken care of debug draw. You are trying to cartwheel before you walk.I do not have debugdraw yet
- Tue May 20, 2014 4:37 am
- Forum: General Bullet Physics Support and Feedback
- Topic: What is bullet world size limits
- Replies: 3
- Views: 5008
Re: What is bullet world size limits
This sounds like an issue of floating point accuracy. You need to either scale down the world, or use double precision floats (by rebuilding bullet to do so), or both.