Search found 144 matches
- Wed Nov 16, 2011 3:36 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Vehicle demo
- Replies: 75
- Views: 149435
Re: Vehicle demo
@rocksvick thanks @anshul.bhardwaj no, i haven't, side forces are are still calculated with constraint... i have reorganised the framework, i use it for another projects. There is no SDL, CEGUI, less STL code (almost no in core structures) now. I aslo link png and zlib statically, and moved both int...
- Wed Nov 16, 2011 3:00 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Shaping a world as a Cylinder
- Replies: 8
- Views: 12573
Re: Shaping a world as a Cylinder
half extends describe a cylinder's bounding box, a quick look at the class might clarify it rather fast... http://bulletphysics.com/Bullet/BulletFull/classbtCylinderShape.html the class stores just one radius, so regular cylinder is assumed, it is not enought data to describe oval or whatever else.....
- Tue Nov 01, 2011 12:34 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: examples crashing?
- Replies: 2
- Views: 2706
Re: examples crashing?
r@deb:~/Desktop/bullet-2.77-win32_executables/CPU_Demos$ analyse-x86.sh AppBasicDemo.exe Checking vendor_id string...GenuineIntel Disassembling AppBasicDemo.exe, please wait... i486: 0 i586: 2 ppro: 85 mmx: 96 sse: 29286 sse2: 652 This binary was found to contain the cpuid instruction. It may be ab...
- Mon Oct 31, 2011 3:43 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: examples crashing?
- Replies: 2
- Views: 2706
Re: examples crashing?
as far as i understand SSE2 is an instruction set for 64x so i did not try that. no, is for Pentium4+ processors...and it is probably in your binary, If you can disassemble the binary (on Linux it were "objdump -d") and find one of following instruction addpd addsd andnpd andpd clflush cm...
- Sun Oct 30, 2011 5:10 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btTriangleMeshShape to btTriangleShape (InternalEdges prob)
- Replies: 10
- Views: 8862
Re: btTriangleMeshShape to btTriangleShape (InternalEdges pr
however in the demo (I checked) even though the shapes are created as TRIANGLE_MESH_SHAPE_PROXYTYPE, once they reach the callback, they magically appear as being TRIANGLE_SHAPE_PROXYTYPE, and nowhere in the code can I find what makes this happen. afaik, at the end the callback gets individual trian...
- Thu Oct 27, 2011 11:24 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btTriangleMeshShape to btTriangleShape (InternalEdges prob)
- Replies: 10
- Views: 8862
Re: btTriangleMeshShape to btTriangleShape (InternalEdges pr
AFAIK, Bvh shape is always TRIANGLE_MESH_SHAPE_PROXYTYPE ... but may be i don't understand the questions... anyway, you can also set up mesh interface like that btTriangleIndexVertexArray * mesh_interface = new btTriangleIndexVertexArray( faces_size/12, index_array, 3*sizeof(int), j+1, (btScalar *) ...
- Thu Oct 27, 2011 8:21 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btTriangleMeshShape to btTriangleShape (InternalEdges prob)
- Replies: 10
- Views: 8862
Re: btTriangleMeshShape to btTriangleShape (InternalEdges pr
the function is not from Bullet... try write own, but returning btBvhTriangleMeshShape *, the original is - btTriangleMeshShape* btTriMeshCollisionShapeFromOSG( osg::Node* node ) { ComputeTriMeshVisitor visitor; node->accept( visitor ); osg::Vec3Array* vertices = visitor.getTriMesh(); ...
- Tue Oct 25, 2011 9:23 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Kinematic motion state crash
- Replies: 4
- Views: 4411
Re: Kinematic motion state crash
the idea is not to have "this->" in the constructor... it may work or not... you don't need it here - no masking so far, isn't it? http://www.parashift.com/c++-faq-lite/ctors.html#faq-10.7 this worked for me class MyKinematicMotionState : public btMotionState { public: MyKinematicMotionSta...
- Sat Oct 22, 2011 4:42 am
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Vehicle demo
- Replies: 75
- Views: 149435
Re: Vehicle demo
ok, here the callback was called (chassis touched the ground), so kmh and rpm must not be consistent ... i am not sure about callback... you can disable it.. but looks somehow wrong check engine acceleration ("inertia" parameter). all in one the driveline should not be a problem .. most im...
- Thu Oct 13, 2011 10:56 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Vehicle demo
- Replies: 75
- Views: 149435
Re: Vehicle demo
Hi, Do you have any documentation how to make car skid, if i want to implement in your code. Thanks. if you want very exact simulation - look for "Pacejka magic formulas"... They are based on works of Prof, Pacejka from Delft. You can look at implementation by racer.nl There is also stand...
- Sun Oct 09, 2011 12:21 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Child Collision Filters
- Replies: 5
- Views: 3986
Re: Child Collision Filters
typedef bool (*ContactAddedCallback)( btManifoldPoint& cp, const btCollisionObject* colObj0, int partId0, int index0, const btCollisionObject* colObj1, int partId1, int index1); btw, partId (or index, don't remember just now) is ID of child shape if shape is compound shape... so it is easy to...
- Sun Oct 09, 2011 12:10 am
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Vehicle demo
- Replies: 75
- Views: 149435
Re: Vehicle demo
EDIT:: i tried with and without split impulse but not useful.(making restitution 0 for all cases). i have uploaded new version, i have tried to address the issue and there are 2 callbacks: "contact added callback" sets motions to 0, combined restitution to 0... and "contact processed...
- Mon Oct 03, 2011 2:09 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How to change impulse?
- Replies: 6
- Views: 5564
Re: How to change impulse?
now i want to change the impulse that the wall applied to the car vehicle it depends why... if it is too bouncy - may be adjusting restitution will be enough, or may be the vehicle itself have to be damped a little.. if you don't use any resistance forces you might add a little linear/angular dampi...
- Sat Oct 01, 2011 3:11 am
- Forum: General Bullet Physics Support and Feedback
- Topic: using quaternion for GL rotate
- Replies: 4
- Views: 7527
Re: using quaternion for GL rotate
it is very strange.. what didn't work? it is assumed you have applied camera transform before (or just load identity if there is no camera)the method that you described was not working for me
- Fri Sep 30, 2011 10:18 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: using quaternion for GL rotate
- Replies: 4
- Views: 7527
Re: using quaternion for GL rotate
check degrees/radians, left/right- handed issues.. but why mess with rotations at all? btTransform t; float m[16]; if (body->getMotionState()) body->getMotionState()->getWorldTransform(t); else t = body->getWorldTransform(); t.getOpenGLMatrix(m); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glMultMat...