convex hull bodies haven't been implemented yet. You can use rigidTrimesh insteadiRobo wrote:I've another question. How can I create convex hull bodies for models that I load in irrlicht?
thanks.
irrBP - An Irrlicht - Bullet Physics Wrapper
irrBP - an Irrlicht - Bullet Physics Wrapper.
The only irrlicht-physics wrapper that uses multithread technology.
The only irrlicht-physics wrapper that uses multithread technology.
Don't think so [/quote]- Bullet Manager: You'll have a bullet-manager to use like a irrlicht' scene manager.
- Full (bullet) rigid body implementation
- Constraint implementation
- Rigid Body Animator's in irrlicht style (on collide, on collision release,...)
- No memory leaks. You don't need to manage bullet's object memory.
Working on game: Marrbles (Currently stopped).
gravity and forces works good...iRobo wrote:I tried but it's like force/gravity doesnt work on trimeshes. Am I right?Zurzaza wrote:convex hull bodies haven't been implemented yet. You can use rigidTrimesh instead
irrBP - an Irrlicht - Bullet Physics Wrapper.
The only irrlicht-physics wrapper that uses multithread technology.
The only irrlicht-physics wrapper that uses multithread technology.
No problem, i'm here to give you my helpiRobo wrote:Hi,
I'm using IrrBP in my project, so I might ask questions frequently, I hope it does'nt bother you
1. How can I set the position , rotation and scale of a trimesh after I create it?
2. How can I implement a debug drawer in IrrBP?
thanks.
1. If you change the position and the rotation "manually" of the object, you have to do a "thing" to make the program to work correctly (for now):
Code: Select all
ISceneNode * myNode;
CIrrBPRigidBox * mybox;
[...] //Set Position and rotation methods after the creation
mybox->getMotionState()->setWorldTransform(bullet::getTransformFromIrrlichtNode(myNode));
2. you can use this kind of code:
Code: Select all
bulletmgr->getWorld()->createDebugDrawer();
bulletmgr->getWorld()->setDebugDrawerFlags(DBG_DrawAabb);
[...]
while(device->run())
{
driver->beginScene(true, true, video::SColor(255,200,200,200));
bulletmgr->stepSimulation();
bulletmgr->getWorld()->stepDebugDrawer();
smgr->drawAll();
driver->endScene();
}
[...]
irrBP - an Irrlicht - Bullet Physics Wrapper.
The only irrlicht-physics wrapper that uses multithread technology.
The only irrlicht-physics wrapper that uses multithread technology.
thanks for fast reply,
debug works great. It will be a great help.
I tried the way you said for transformation but seems like it does'nt work on Trimeshes. I did'nt try a box body.
when there is no physics body attached to the node, the node transforms with a setPosition command. but when there is a body, setPosition does'nt work.
debug works great. It will be a great help.
Code: Select all
ISceneNode * myNode;
CIrrBPRigidBox * mybox;
[...] //Set Position and rotation methods after the creation
mybox->getMotionState()->setWorldTransform(bullet::getTransformFromIrrlichtNode(myNode));
when there is no physics body attached to the node, the node transforms with a setPosition command. but when there is a body, setPosition does'nt work.
sorry for my delay in my response..but school need study!
It seems that a transform update is not enough to change body position... i'll work better on your problem in next days
It seems that a transform update is not enough to change body position... i'll work better on your problem in next days
irrBP - an Irrlicht - Bullet Physics Wrapper.
The only irrlicht-physics wrapper that uses multithread technology.
The only irrlicht-physics wrapper that uses multithread technology.
Important announce: irrBP project is still alive, and i'm working on it when I can (damn school homeworks!).
irrBP 0.11 and last r22 from svn are fully compatible with bullet 2.77...
Have a nice...night!
irrBP 0.11 and last r22 from svn are fully compatible with bullet 2.77...
Have a nice...night!
irrBP - an Irrlicht - Bullet Physics Wrapper.
The only irrlicht-physics wrapper that uses multithread technology.
The only irrlicht-physics wrapper that uses multithread technology.
new release! (0.20)
As promised, the new release contains some news!
- New animators
- Convex Hull Bodies
- More customizable world parameters
Happy download-ing!
As promised, the new release contains some news!
- New animators
- Convex Hull Bodies
- More customizable world parameters
Happy download-ing!
irrBP - an Irrlicht - Bullet Physics Wrapper.
The only irrlicht-physics wrapper that uses multithread technology.
The only irrlicht-physics wrapper that uses multithread technology.
-
- Posts: 1638
- Joined: Mon Apr 30, 2007 3:24 am
- Location: Montreal, CANADA
- Contact:
I have a question, when you created your demo, have you intentionnally slowed the simulation time? Look almost look like bullet time.
I would really like to see something move and bounce realistically sometimes... If you do another demo, can you one with "normal" time? Looking at this, It made me feel like the system is slow. (Surely not).
I would really like to see something move and bounce realistically sometimes... If you do another demo, can you one with "normal" time? Looking at this, It made me feel like the system is slow. (Surely not).
I'm sorry about this, I made the video with an older version of irrBP (0.01), that had to be configured better.christianclavet wrote:I have a question, when you created your demo, have you intentionnally slowed the simulation time? Look almost look like bullet time.
I would really like to see something move and bounce realistically sometimes... If you do another demo, can you one with "normal" time? Looking at this, It made me feel like the system is slow. (Surely not).
I'm making another video (more realistic) with irrBP that also shows soft bodies in action...stay tuned
irrBP - an Irrlicht - Bullet Physics Wrapper.
The only irrlicht-physics wrapper that uses multithread technology.
The only irrlicht-physics wrapper that uses multithread technology.