Search found 22 matches
- Sun Dec 28, 2008 2:13 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Access Violation In "btDbvtBroadphase::setAabb"
- Replies: 1
- Views: 3957
Access Violation In "btDbvtBroadphase::setAabb"
Hello! I use Ogre as my graphics engine, and had been using OgreBullet as a wrapper. However, a few days back I decided to write my own 'thin' wrapper because OgreBullet tried to encapsulate the entirety of Bullet (it had RigidBody and DynamicsWorld classes), but in quite an ugly way. I wanted to ju...
- Fri Jul 11, 2008 10:17 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Consequences of a 0 margin
- Replies: 19
- Views: 23039
Consequences of a 0 margin
What are the consequences of using a 0 margin on a convex hull? This is only for very simple convex hulls (almost as simple as a box).
- Fri Jul 11, 2008 8:51 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Moving a Kinematic Object
- Replies: 4
- Views: 4721
Re: Moving a Kinematic Object
Ok, after some more investigation, I finally found the answer. It turned out that the setup was right, but the object had to be moved in a different way. Instead of the object itself, it should be moved through its motionState. This way of moving it works:- btTransform newTrans; body->getMotionState...
- Fri Jul 11, 2008 8:31 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Moving a Kinematic Object
- Replies: 4
- Views: 4721
Re: Moving a Kinematic Object
Are you sure about that? I tried that just now, but the object is affected by other dynamics objects. What I want is a one way interaction actually: Kinematic object pushes dynamics objects around, but dynamics objects can't push kinematic objects around. They should also not be affected by gravity....
- Fri Jul 11, 2008 1:21 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Moving a Kinematic Object
- Replies: 4
- Views: 4721
Moving a Kinematic Object
I've create a kinematic object, by creating a static rigid body, and doing this:- body->setCollisionFlags(body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT); body->setActivationState(DISABLE_DEACTIVATION); However, when I try to move it around using translate or by just setting the ...
- Thu Jul 10, 2008 9:23 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Coupling SoftBodies with my rendering engine...
- Replies: 15
- Views: 15350
Re: Coupling SoftBodies with my rendering engine...
I'm not very sure, but I guess that the sphere collision is checked using the radius, not points.
- Wed Jul 09, 2008 8:42 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Per-Collision Friction
- Replies: 0
- Views: 2812
Per-Collision Friction
Is there a way to set a friction per-collision within the collisionAddedCallback by modifying the properties of btManifoldPoint? I just wanted to ask this, because I was coming from ODE, and in ODE, you could change a lot of the properties of the collison through the contact point itself (such as re...