Can you show how you set up the softbodies in Java?
~btSoftBody also cleans up clusters, materials and joints, so maybe there is a Java object that wraps one of them, loses scope and gets cleaned up by the GC too soon?
Search found 72 matches
- Tue Apr 19, 2016 1:16 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: [solved] softbody java native binding, btAligned problem
- Replies: 8
- Views: 17233
- Mon Apr 18, 2016 10:58 am
- Forum: General Bullet Physics Support and Feedback
- Topic: [solved] softbody java native binding, btAligned problem
- Replies: 8
- Views: 17233
Re: softbody java native binding, btAligned problem
Could the finalize method of the Java object be called twice? If so, you can either: 1) use a boolean value to say that the native object was deleted and not call delete a second time or 2) set the pointer to the native object to 0, in which case the C++ delete operator does nothing if you try to de...
- Thu Feb 25, 2016 1:18 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Is rayTest thread safe?
- Replies: 9
- Views: 20969
Re: Is rayTest thread safe?
The const keyword means that the rayTest method doesn't modify the world object.
Other non-const methods such as stepSimulation can still change the object in another thread while rayTest is running.
Other non-const methods such as stepSimulation can still change the object in another thread while rayTest is running.
- Wed Feb 03, 2016 9:45 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Simulation varies between iOS simulator and device
- Replies: 2
- Views: 3281
Re: Simulation varies between iOS simulator and device
There can be several reasons and a part of it is how floating point numbers are processed, but noone really seems to have a definitive answer for this. You can search the forum or the web for "determinism", but I haven't seen anyone actually achieving it in open-source games.
- Wed Feb 03, 2016 9:28 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Rag-Doll Constraint Problem
- Replies: 3
- Views: 6274
Re: Rag-Doll Constraint Problem
There is some very general info about constraints in the manual, but unfortunately the parameters are not described. https://github.com/bulletphysics/bullet3/blob/master/docs/Bullet_User_Manual.pdf The benchmark demo currently includes code for ragdoll physics. It should be a good starting point. ht...
- Sat Nov 14, 2015 2:11 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btBulletDynamicsCommon
- Replies: 1
- Views: 3051
Re: btBulletDynamicsCommon
In "Additional Include Directories", it's easiest to add the full path to bullet's src folder (the one that has btBulletDynamicsCommon.h in it). That could be something like C:\Users\User\Desktop\bullet3\src This won't work if other people need to use your project, since their path could b...
- Thu Oct 08, 2015 3:30 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: CMake compile problem
- Replies: 2
- Views: 3852
Re: CMake compile problem
Visual Studio 2015 does not include C++ by default. You have to choose it during installation.
http://blogs.msdn.com/b/vcblog/archive/ ... opers.aspx
Edit: I've updated the whole page you linked to. It had some missing and outdated info.
http://blogs.msdn.com/b/vcblog/archive/ ... opers.aspx
Edit: I've updated the whole page you linked to. It had some missing and outdated info.
- Wed Sep 09, 2015 10:27 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Frictions between pellets and rotating bowl
- Replies: 5
- Views: 4493
Re: Frictions between pellets and rotating bowl
Hi,
btBvhTriangleMeshShape is for static (non-moving) geometry.
You need to use either GImpact shapes, btConvexTriangleMeshShape or HACD (convex decomposition). GImpact is probably easiest to way.
btBvhTriangleMeshShape is for static (non-moving) geometry.
You need to use either GImpact shapes, btConvexTriangleMeshShape or HACD (convex decomposition). GImpact is probably easiest to way.
- Wed Sep 09, 2015 9:42 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Detecting if the character is on ground
- Replies: 4
- Views: 5610
Re: Detecting if the character is on ground
How about raycasting from the character towards the ground?
- Sun Aug 23, 2015 8:34 am
- Forum: General Bullet Physics Support and Feedback
- Topic: [SOLVED] Length, width, and height of a rigid body.
- Replies: 8
- Views: 10206
Re: Length, width, and height of a rigid body.
The transform should be initialized to the identity transform, meaning no rotation (or translation). btTransform t; t.setIdentity(); Just to clarify, the fact that (0,0,0) is the center of mass (COM) is an assumption that bullet makes. The actual COM could be different, but then you'd need to either...
- Fri Aug 21, 2015 6:14 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: setLinearVelocity - object not moving
- Replies: 5
- Views: 4367
Re: setLinearVelocity - object not moving
Seems odd. You should post the physics side of the code.
- Thu Aug 20, 2015 10:26 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: [SOLVED] Length, width, and height of a rigid body.
- Replies: 8
- Views: 10206
Re: Length, width, and height of a rigid body.
If you mean the axis-aligned bounding box and the center of mass, then yes. For the AABB, there is btCollisionShape::getAabb. The center of mass is always (0,0,0) in local coordinates of any collision shape. In world coordinates, this is the world transform of the body (see btRigidBody::getCenterOfM...
- Thu Aug 20, 2015 12:04 am
- Forum: General Bullet Physics Support and Feedback
- Topic: First Chance Exception When Instantiating btConvexHullShape
- Replies: 1
- Views: 2542
Re: First Chance Exception When Instantiating btConvexHullSh
Try something like this instead: btConvexHullShape** m_hulls = new btConvexHullShape*[MAX_BODY_COUNT]; for (int i=0; i<MAX_BODY_COUNT; i++) { m_hulls[i] = new btConvexHullShape(); } Most bullet classes are required to have 16-byte alignment in memory, otherwise the fast SSE instructions will crash w...
- Fri Jul 17, 2015 8:13 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btTypedConstraintType and getWorldTransform() incorrect ?
- Replies: 2
- Views: 3328
Re: btTypedConstraintType and getWorldTransform() incorrect
I think the confusion comes from the fact that FIXED_CONSTRAINT_TYPE is still defined in btTypedConstraintType. I've received this same question from a BulletSharp user.
- Sun Jun 28, 2015 12:41 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Does the btIDebugDraw have some kind of offset?
- Replies: 3
- Views: 3889
Re: Does the btIDebugDraw have some kind of offset?
Looking at the doumentation, Irrlicht nodes have positions in local coordinates relative to the parent (root) node. There is getPosition for local coordinates and getAbsolutePosition to get world coordinates. Since there is no setAbsolutePosition, you should subtract the position of the root from th...