Search found 849 matches
- Fri Apr 24, 2015 3:34 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Load a 3ds hand model with composite parts
- Replies: 11
- Views: 8004
Re: Load a 3ds hand model with composite parts
The finger bones of your hand would be driven by the data glove, but would they be driven kinematically or dynamically? Kinematic objects are guided by external logic (keyframed path, script, or perhaps real-time data acquisition) and can bump other objects that are dynamic, but cannot be influenced...
- Thu Apr 23, 2015 3:55 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Planetary simulations
- Replies: 2
- Views: 2537
Re: Planetary simulations
Yes, I believe Bullet could perform planetary simulations with decent accuracy, however if you're using true solar system units then you definitely need to compile Bullet with double precision otherwise floating point errors will be too big.
- Thu Apr 23, 2015 3:52 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How can I rotate an object's velocity?
- Replies: 3
- Views: 3916
Re: How can I rotate an object's velocity?
Directly setting the velocity IS how you change it. I don't see how that "overwrites the collision" as you put it. If you want to constantly reorient the velocity according to the direction of the ship I would suggest implementing an Action that does just that and then give the action to t...
- Thu Apr 16, 2015 3:41 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: can constraint motors affect only one rigid body?
- Replies: 3
- Views: 5034
Re: can constraint motors affect only one rigid body?
Beware: if the mass discrepancy between jointed parts is too high then you can get instabilities. Best if the two connected masses are not more than a factor of 10 from each other. The closer to unity the better, especially when simulating more joints. I once hacked the Bullet RagdollDemo to use btF...
- Thu Apr 09, 2015 9:28 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: A couple questions
- Replies: 1
- Views: 2233
Re: A couple questions
(1) Yes, I think it is possible to perform custom handling of certain collisions. Such handling would be mostly custom code that you would need to write. There is probably more than one way to do it -- it is possible to catch and modify contact points in Bullet, but Bullet also supports soft-body co...
- Wed Apr 08, 2015 3:47 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btActionInterface in collision world
- Replies: 2
- Views: 3921
Re: btActionInterface in collision world
btDiscreteDynamicsWorld derives from btCollisionWorld and correctly calls updateAction() on actions that have been added. Use that.
- Sun Apr 05, 2015 2:29 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btKinematicCharacter Jumping
- Replies: 2
- Views: 4172
Re: btKinematicCharacter Jumping
That is a bug in the btKinematicCharacterController, which should have been Demo code rather than put in the library. Best practice is to copy the btKinematicCharacterController implementation into your own project and then modify it heavily to suit your own needs. That said (IANAL), the btKinematic...
- Sat Mar 28, 2015 5:35 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How can I get the the time used for collision detection?
- Replies: 2
- Views: 3662
Re: How can I get the the time used for collision detection?
After looking at the code it appears that they way to get the profiling information is to call CProfileManager::dumpAll() and it will print to stdout the times spent in the various "scopeName" instances of the BT_PROFILE("scopeName") macros that are sprinkled about in the btDiscr...
- Sat Mar 28, 2015 5:02 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Can I set damping value for collided vertices?
- Replies: 1
- Views: 3176
Re: Can I set damping value for collided vertices?
The easiest way to do this would be to modify the restitution and/or friction of the objects that are colliding. The restitution is a coefficient in the range [0,1] that modifies the amount of kinetic energy that is preserved in the relative frame during impact and can be set on a per-object basis. ...
- Thu Mar 26, 2015 8:19 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: What difference between Bullet and OpenGL metric system?
- Replies: 2
- Views: 4070
- Thu Mar 26, 2015 3:19 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btKinematicCharacter Diagonal Movement
- Replies: 1
- Views: 2519
Re: btKinematicCharacter Diagonal Movement
The KinematicCharacter just takes a velocity, which means that if you supply a diagonal velocity then the controller will go that way. The solution lies in changing your own code that captures the "commands". BTW I notice that your functions are incorrectly named. PlayerObject::addToSpeedF...
- Wed Mar 25, 2015 3:49 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Triangle mesh house glitch
- Replies: 3
- Views: 4586
Re: Triangle mesh house glitch
In short, I pretend that I wrote btKinematicCharacterController from scratch and then I modify it. The longer story: In my case I've got a large project with several files that were written from scratch. These live in directories that are completely independent of Bullet and its Demos (I use Bullet ...
- Wed Mar 25, 2015 4:24 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Triangle mesh house glitch
- Replies: 3
- Views: 4586
Re: Triangle mesh house glitch
http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&t=10458 I think I encountered this same problem when using the btKinematicCharacterController . When I looked into it I discovered that there is a bug in the getNormalizedVector() helper function in btKinematicCharacterController.cpp f...
- Wed Mar 18, 2015 5:04 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: RayTest, what is hitNormalWorld???
- Replies: 4
- Views: 4263
Re: RayTest, what is hitNormalWorld???
Not in my experience, especially when there are transformations involved. Yes, your box probably has identity rotation but I'll bet its not located at the origin. When vectors are transformed into the local-space of the box shape and back out floating point errors creep in. Put your box 1000 times f...
- Wed Mar 18, 2015 3:58 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: RayTest, what is hitNormalWorld???
- Replies: 4
- Views: 4263
Re: RayTest, what is hitNormalWorld???
All of those values are approximately the same. You're seeing floating point error.