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Re: irrBullet 0.1.8 - Bullet physics wrapper

Posted: Tue May 15, 2012 4:08 pm
by .::|AK|::.
i dont get it? can u be more specific, cuz am new with irrlicht...

Re: irrBullet 0.1.8 - Bullet physics wrapper

Posted: Wed May 16, 2012 11:55 am
by mongoose7
irr::scene::IParticleBoxEmitter* irr::scene::IParticleSystemSceneNode::createBoxEmitter(const irr::core::aabbox3df&, const irr::core::vector3df&, irr::u32, irr::u32, const irr::video::SColor&, const irr::video::SColor&, irr::u32, irr::u32, irr::s32, const irr::core::dimension2df&, const irr::core::dimension2df&)

The integer variables here are all irr::u32 - a 32-bit integer, that is 'int'. If you try to pass a 'float', that is, irr::f32, for one of these variables, the compiler will complain, I think.

Re: irrBullet 0.1.8 - Bullet physics wrapper

Posted: Sat May 19, 2012 12:47 pm
by .::|AK|::.
owkey... so i have to use u32 instead of f32 emm thanks dude, i will try that when i get time..

Re: irrBullet 0.1.8 - Bullet physics wrapper

Posted: Sun May 20, 2012 10:33 am
by serengeor
mongoose7 wrote:irr::scene::IParticleBoxEmitter* irr::scene::IParticleSystemSceneNode::createBoxEmitter(const irr::core::aabbox3df&, const irr::core::vector3df&, irr::u32, irr::u32, const irr::video::SColor&, const irr::video::SColor&, irr::u32, irr::u32, irr::s32, const irr::core::dimension2df&, const irr::core::dimension2df&)

The integer variables here are all irr::u32 - a 32-bit integer, that is 'int'. If you try to pass a 'float', that is, irr::f32, for one of these variables, the compiler will complain, I think.
I think u32 is actually unsigned int and int would be s32.

Re: irrBullet 0.1.8 - Bullet physics wrapper

Posted: Fri May 25, 2012 1:49 pm
by Rocko Bonaparte
Does irrBullet expose the rayTest stuff in some fashion from Bullet? I wanted to do some immediate line collision tests in the engine to make different game logic decisions.

Re: irrBullet 0.1.8 - Bullet physics wrapper

Posted: Fri Jun 01, 2012 1:30 am
by zerochen
hi,

i want to let bounce a sphere in a box. is there a easy way to do that or must i add 6 planes for the sides?

thx

Re: irrBullet 0.1.8 - Bullet physics wrapper

Posted: Thu Jun 07, 2012 7:24 pm
by mubashar
@cobra hello everyone i have nearly done with basic racing game i am using irrlicht and i love it i am using irrbullet (irrlicht implementation of bullet library) for physics the thing is i am using hidden walls on the road side so that my vehicle will not escape into outside world but when vehicle collide with these walls it randomly to other location just like in real collisions what i am looking for is when my vehicle collides with these walls it will stay stable but still can't penetrate through the walls and have smooth motion no jumping or rotation sorry for my poor english its not my native one hoping to get some feed back.... please help out any one ...

Re: irrBullet 0.1.8 - Bullet physics wrapper

Posted: Fri Jun 29, 2012 9:16 am
by aburt11
does anyone know why i am getting this error?:::


Error 4 error LNK2019: unresolved external symbol "__declspec(dllimport) public: __thiscall std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >(class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > const &)" (__imp_??0?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@QAE@ABV01@@Z) referenced in function "public: __thiscall std::logic_error::logic_error(class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > const &)" (??0logic_error@std@@QAE@ABV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@1@@Z) C:\Users\adam\documents\visual studio 2010\Projects\RedNovember\RedNovember\irrBullet.lib(softbody.obj)

Re: irrBullet 0.1.8 - Bullet physics wrapper

Posted: Tue Jul 10, 2012 10:46 pm
by SolidRegardless
Is there a known problem with regards to rendering textures using irrBullet for simple soft body objects? I try to render a texture on the object but get only a plain colour. Code is as follows:

Code: Select all

 
    IMesh* mesh2 = device->getSceneManager()->getMesh("sphere.b3d");
 
    IMeshSceneNode* softbodyNode = device->getSceneManager()->addMeshSceneNode(mesh2);
    softbodyNode->setMaterialTexture(0, device->getVideoDriver()->getTexture("water.jpg"));
    softbodyNode->setAutomaticCulling(EAC_OFF);
    softbodyNode->setScale(vector3df(20,20,20));
    softbodyNode->setMaterialFlag(EMF_LIGHTING, false);
    softbodyNode->setMaterialFlag(EMF_NORMALIZE_NORMALS, true);
    softbodyNode->setPosition(vector3df(0, 30, 0));
    softbodyNode->setRotation(vector3df(0,-90,-90));
    //softbodyNode->setDebugDataVisible(EDS_BBOX);
 
    ISoftBody* softbody = world->addSoftBody(softbodyNode);
 
    softbody->setName("SOFTBODY1");
    softbody->setActivationState(EAS_DISABLE_DEACTIVATION);
 
    if(false)
    {
        softbody->generateClusters(60.0f);
        softbody->addCollisionFlag(ESBCM_CLUSTER_SOFT_VERSUS_SOFT);
    }
 
    softbody->getConfiguration().poseMatchingCoefficient = 0.0;
    softbody->updateConfiguration();
 
    softbody->generateBendingConstraints(2);
    softbody->randomizeConstraints();
 

Re: irrBullet 0.1.8 - Bullet physics wrapper

Posted: Fri Jul 13, 2012 10:24 pm
by jorgerosa
irrBullet -> Raycast Vehicles:
I have been searching for a complete raycastvehicle demo, since I havent found one (I searhed all over the place, in bullet physics, ogre, forums, etc, etc...) so I decided to upload this one, has lots of issues, but includes all the 3D models and (simple) source code. If anyone could help and share, so, I (we) could figure out if the issues are related with the models or the code itself (maybe something related with the irrlicht + bullet axis?...) ?... After everything runs fine, someone could post everything (code and models) in the "code snippets", or add as an example in irrBullet. Its all zlib, of course. (NOTES: Atm i am trying with ".X" and ".B3D" formats only)
1/3) DEPRECATED DOWNLOAD (See next posts): http://depositfiles.com/files/64746z4gp ~5.8Mb (Full source code + win executable + 3D models)

Re: irrBullet 0.1.8 - Bullet physics wrapper

Posted: Sat Jul 14, 2012 12:21 am
by zerochen
hi

if you delete

Code: Select all

 
    IGImpactMeshShape* rshape = new IGImpactMeshShape(vehicleNode, rodaNode->getMesh(), 50.0);
   IRigidBody* rigidBodyRoda = world->addRigidBody(rshape);
    rigidBodyRoda->setActivationState(EAS_DISABLE_DEACTIVATION);
 
it works much better. only the wheels are not drawn.
not sure maybe it helps:)

also i think your car is a little bit oversized. something like 36x11x17 meter :/

Edit:
than set the position of the wheel like

Code: Select all

rodaNode->setPosition(wheel.chassisConnectionPointCS);
and it works
(TODO: you have to do it for each wheel and change the size of it)

Re: irrBullet 0.1.8 - Bullet physics wrapper

Posted: Sat Jul 14, 2012 3:49 am
by jorgerosa
Image
irrBullet -> Raycast Vehicles:
Hi zerochen, thankyou for your tips. Just have changed according it, (resize all models was a pain...) looks pretier indeed, but I am still missing something there... TIP: Never ever ever scale objects in 3D Studio MAX and export them to use with the irrlicht + irrbullet ... messes it all. If you do so... export as ".obj", do a "reset" at 3D Studio MAX and import it again, but you will lose all bones (joints) and all related data, of course!... You will have to create them all again, but after that, everything will be exported as ".X" or ".B3D" in the right way.
2/3) DEPRECATED DOWNLOAD (See next posts): http://depositfiles.com/files/m5d2dcko4 ~6.2Mb (Full source code + win executable + 3D models)

Re: irrBullet 0.1.8 - Bullet physics wrapper

Posted: Sat Jul 14, 2012 11:39 am
by jorgerosa
irrBullet -> Raycast Vehicles:
Ok, after some tips from GOD (yep, he is some sort of...) I think its pretty decent at the moment, everything works (almost) fine. Requires many tweaks and stuff for more realism, but... Its a start! So, please improve it (code and the models too) and share with the dudes here too, ok?... Thanks! (I am leaving the code as basic (rude) as possible so could be simple for everyone)
NOTE: If Cobra couldn´t sleep tonight, and he is in a bad mood or bites someone or something... you know... Was NOT my fault!... Damn reptiles!
3/3) DOWNLOAD: http://depositfiles.com/files/uhgx2gs13 ~6.3Mb (Full source code + win executable + 3D models)
Ideas for a better file host would be nice too...

Re: irrBullet 0.1.8 - Bullet physics wrapper

Posted: Sat Jul 14, 2012 1:20 pm
by eejin
It's always nice to see someone sharing examples and stuff on how to do something. I use airload.nl it's a dutch host but it has no ads and is completely free.
https://airload.org/index.php

Re: irrBullet 0.1.8 - Bullet physics wrapper

Posted: Fri Jul 27, 2012 4:40 pm
by user-r3
Is it possible to use an IAnimatedMeshSceneNode for the shapes? (so the shape is dynamic)

I think I'm remembering it was possible once... but I don't know if it was irrBullet....^^

Thanks in advance!