serengeor wrote:mubashar wrote:@polylux looks valid to you ?
Didn't he just say that?wikipedia wrote:In geometry, an axis-aligned object (axis-parallel, axis-oriented) is an object in n-dimensional space whose shape is aligned with the coordinate axes of the space.
I'm pretty sure bullet does not really do any real collision calculations based on AABB. (is that even bullet's AABB?)
http://en.wikipedia.org/wiki/Bounding_volume wrote:In collision detection, when two bounding volumes do not intersect, then the contained objects cannot collide, either.

mubashar wrote:serengeor wrote:mubashar wrote:@polylux looks valid to you ?
Didn't he just say that?wikipedia wrote:In geometry, an axis-aligned object (axis-parallel, axis-oriented) is an object in n-dimensional space whose shape is aligned with the coordinate axes of the space.
I'm pretty sure bullet does not really do any real collision calculations based on AABB. (is that even bullet's AABB?)http://en.wikipedia.org/wiki/Bounding_volume wrote:In collision detection, when two bounding volumes do not intersect, then the contained objects cannot collide, either.


mubashar wrote:@serengeor can you identify from my post (screenshots) which bounding Box is this ... actually my question is is it possible to transform this when object when scene node transforms... as it is happening in plain bullet demo ... but not in my case using Irrbullet

mubashar wrote:@serengeor can you identify from my post (screenshots) which bounding Box is this ... actually my question is is it possible to transform this when object when scene node transforms... as it is happening in plain bullet demo ... but not in my case using Irrbullet

@serengeor can you identify from my post (screenshots) which bounding Box is this ... actually my question is is it possible to transform this when object when scene node transforms... as it is happening in plain bullet demo ... but not in my case using Irrbullet

mubashar wrote:@serengeor yes i am using Irrbullet Rigidbody as cars Chassi and now my question is now same@serengeor can you identify from my post (screenshots) which bounding Box is this ... actually my question is is it possible to transform this when object when scene node transforms... as it is happening in plain bullet demo ... but not in my case using Irrbullet
if(collID)
delete collID;if(pTriMesh)
return pTriMesh;
if(!pTriMesh)
return nullptr
IGImpactMeshShape(ISceneNode *n, IMesh *collMesh, f32 m, s32 id = -1)
for(int i=0; i < world->getNumManifolds(); i++)
{
ICollisionCallbackInformation *info = world->getCollisionCallback(i);
bool hasCollideAttribute = (info->getBody0()->getAttributes()->existsAttribute("collide")); // <-2.1 is an obj that is non static only gets the colide attribute?
ICollisionObject* obj = (hasCollideAttribute) ? info->getBody0() : info->getBody1();
((IRigidBody*)info->getBody0())->applyForce(core::vector3df(0,10000,0), core::vector3df(0,1,0), ERBTS_LOCAL); //<-2.2 is this the right way to bounce the body away from the sec? is a effektor here better?
info->getPointer()->clearManifold(); //<-2.3 is this the right way to clear & delete the info?
delete info;
}
SManifoldPoint point = info->getContactPoint(i);
irr::f32 speed = 10.0f;
static_cast<IRigidBody*>(info->getBody0())->internalApplyImpulse(point.getNormalWorldOnB().normalize()*speed, ERBTS_WORLD);BenT wrote:Thank you for irrBullet. It was easy to set up and looks really usefull. This is the first time I have really tried to understand and use it. I can't for the life of me figure out how to create terrain that works with irrbullet. Could you post an example of how to do this given an ITerrainSceneNode?
*** No rule to make target `Bullet/btBulletDynamicsCommon.h', needed by `../source/trianglemeshshape.cpp'. Stop.
MYUSERNAME@ubuntu:~/Downloads/irrBullet-0.1.71/build$ make
make: Circular ../source/trianglemeshshape.cpp <- ../source/trianglemeshshape.cpp dependency dropped.
make: *** No rule to make target `Bullet/btBulletDynamicsCommon.h', needed by `../source/trianglemeshshape.cpp'. Stop.
Return to Project Announcements
Users browsing this forum: No registered users and 1 guest