irrBP - An Irrlicht - Bullet Physics Wrapper

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Zurzaza
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Post by Zurzaza »

iRobo wrote:I've another question. How can I create convex hull bodies for models that I load in irrlicht?

thanks.
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.
GameDude
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Joined: Thu May 24, 2007 12:24 am

Post by GameDude »

Has the vehicles physics been implenmented?
serengeor
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Location: Lithuania

Post by serengeor »

- 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.
Don't think so :wink: [/quote]
Working on game: Marrbles (Currently stopped).
iRobo
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Post by iRobo »

Zurzaza wrote:convex hull bodies haven't been implemented yet. You can use rigidTrimesh instead ;)
I tried but it's like force/gravity doesnt work on trimeshes. Am I right?
Zurzaza
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Post by Zurzaza »

iRobo wrote:
Zurzaza wrote:convex hull bodies haven't been implemented yet. You can use rigidTrimesh instead ;)
I tried but it's like force/gravity doesnt work on trimeshes. Am I right?
gravity and forces works good...
irrBP - an Irrlicht - Bullet Physics Wrapper.
The only irrlicht-physics wrapper that uses multithread technology.
iRobo
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Post by iRobo »

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.
Zurzaza
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Joined: Fri Mar 26, 2010 9:41 pm
Location: Filo (FE), Italy
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Post by Zurzaza »

iRobo 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.
No problem, i'm here to give you my help ;)

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));
If you change the scale, it will be more complicated, because you need to update the whole physics object, and it can't be possible (for now) in irrBP

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.
iRobo
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Post by iRobo »

thanks for fast reply,
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));  
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.
Zurzaza
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Post by Zurzaza »

sorry for my delay in my response..but school need study! :D

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.
Zurzaza
Posts: 153
Joined: Fri Mar 26, 2010 9:41 pm
Location: Filo (FE), Italy
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Post by Zurzaza »

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 - an Irrlicht - Bullet Physics Wrapper.
The only irrlicht-physics wrapper that uses multithread technology.
serengeor
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Location: Lithuania

Post by serengeor »

(damn school homeworks!).
Agreed :D
Working on game: Marrbles (Currently stopped).
Zurzaza
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Joined: Fri Mar 26, 2010 9:41 pm
Location: Filo (FE), Italy
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Post by Zurzaza »

new release! (0.20)

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.
Monio666
Posts: 14
Joined: Fri Nov 19, 2010 12:37 pm

Post by Monio666 »

Hi, I was searching for a physics engine so I'm playing around with irrBP.

I have a cuestion, I want to make an object controlled by setposition/rotation in his irrlicht node but I want to check collision of this object with the bodys of the scene, can I do that somehow?

Thanks for all.
christianclavet
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Post by christianclavet »

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).
Zurzaza
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Joined: Fri Mar 26, 2010 9:41 pm
Location: Filo (FE), Italy
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Post by Zurzaza »

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 sorry about this, I made the video with an older version of irrBP (0.01), that had to be configured better.
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.
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