Questions tagged [bulletphysics]

Bullet (Bullet Physics SDK) is an Open Source collision detection and rigid body dynamics library. The Library is free for commercial use and open source under the ZLib License.

From Bullet's main project page:

Bullet 3D Game Multiphysics Library provides state of the art collision detection, soft body and rigid body dynamics.

  • Used by many movie and game companies in AAA titles on Playstation 3, XBox 360, Nintendo Wii, PC and iPhone
  • Modular extendible C++ design with hot-swap of most components
  • Optimized back-ends for pthreads/Win32 Threads multi-threading and PS3 Cell SPU
  • Preparation for OpenCL data parallel optimizations for upcoming Bullet 3.x

Bullet Collision Detection can be used on its own as a separate SDK without Bullet Dynamics

  • Discrete and continuous collision detection (CCD)
  • Swept collision queries
  • Ray casting with custom collision filtering
  • Generic convex support (using GJK), capsule, cylinder, cone, sphere, box and non-convex triangle meshes.
  • Support for dynamic deformation of non-convex triangle meshes, by refitting the acceleration structures

Multi-physics support including:

  • Rigid body dynamics including constraint solvers, generic constraints, ragdolls, hinge, ball-socket
  • Support for constraint limits and motors
  • Soft body support including cloth, rope and deformable
  • Bullet is integrated into Cinema 4D, Lightwave, Blender and Carrara, and plugins for Maya, Houdini and 3ds Max are available
  • Serialization of physics data in the cross-platform binary .bullet file format

The Library is free for commercial use and open source under the ZLib License.

Project page at GitHub: https://github.com/bulletphysics/bullet3 Other tags: bullet (https://stackoverflow.com/tags/bullet/info)

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How to Transform tf::Transform to btTransform

void broadcastKinectTransform(const tf::Transform& transform, const std::string& kinect_rgb_optical, const std::string& ground, tf::TransformBroadcaster&…
Johnnylin
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Bullet physics cmake

Every time I open my project that contains bullet physics on a different computer I have to rebuild (with cmake) and re-link the bullet library. Is there anyway that I can fix this, I am currently using visual studio 2013. For example when linking…
Student123
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Bullet | Rigidbody translated correctly but printed position is wrong

I have a very simple problem, but I can't see what I'm doing wrong. I have a rigidbody starting at pos: 0.0, 3.0, 0.0. I apply a translate, -90 degree rotation, and then another translate. The rigidbody's final position should be 2.0, 1.0, 0.0, but…
Jaitnium
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Certain functions do not work in ammo.js, despite BulletPhysics documentation showing they should

To clarify - ammo.js is a port of Bullet Physics using emscripten Ok, so I just made this quick and dirty script to move a block with keypresses, that is fine and working. However, when i want to rotate the block chrome keeps telling me…
MineMan287
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Mesh-mesh Bullet collision detection

I am using BulletSharp to integrate Bullet into a WPF application. My scene includes 2 instances of CollisionObject whose CollisionShape is a BvhTriangleMeshShape(), and a sphere. DefaultCollisionConfiguration collisionConf = new…
Nic
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Bullet Physics - How do I move bodies based on another object?

I'm using the Bullet Physics engine. I currently have a platform (btRigidBody) that can move and rotate. On this platform I want to place 4 cubes (on at each corner. Now as the platform translates or rotates, I want the cubes to stay in these…
Wouter Florijn
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How to adjust rotation of Character to slope of terrain in OpenGL with Bullet library

I am currently working on a small game using OpenGL (Windows, Visual Studio). For physics I use the BulletLibrary. The Setup in OpenGL: floor: A "hilly" terrain model (in Bullet btBvhTriangleMeshShape) player: A model of a small animal…
seBaka28
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getGravity not working?

I am new to c++ as well as game development. I coded a function using bullet physics which returns the gravity of the world and it seems to be not working. It always returns 0. Though, I've initialized the world, solver, dispatcher, broadphase and…
rittik
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Bullet Physics, CMake fails to build project

I'm trying to use CMake to build the Bullet Physics 3 source code for Visual Studio 2012. I've tried using the CMake GUI to build the projects and the command line version. Each time I get a set of vcxproj and sln…
sydan
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RayTest failing when there is a transform

I have a problem getting ray testing working in bullet physics. The raytest only works for objects which have an identity transform. If there is any translation, then the ray test is calculated wrong. This is the code: [code] …
user3259383
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What is the purpose of setEulerZYX() in bullet physics?

I have been looking into the RagdollDemo and have kind of got stuck in the part where setEulerZYX() is used in basis matrix. transform.setIdentity(); transform.setOrigin(btVector3(btScalar(-0.35), btScalar(1.45), btScalar(0.))); …
user3124361
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C++ Linking static librarys to a dynamic library

It's a bit annoying. I have a project that is entirely dynamically linked, but I want to use a library that seems to be only designed to be statically linked, using the /MT flags, Is it possible to build a separate dll to link to the static libs and…
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How can I optimize rigid body collidsions with Ogre3D and BulletPhysics

I am developing some games with my friends, using Ogre3D and Bullet Physics. I managed to get our game character moving (just simple run and turn). I guess I can implement 'jumping' by this class: btCollisionWorld::ClosestRayResultCallback…
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How do you study tutorial character control with Ogre3D and Bullet physics

english is not my native language, so sorry for that I try to use Bullet Physics at Ogre3D for character moving. but I have no idea what is sample about character moving in BulletPhysics, if anybody know some simple tutorial source, or simple sample…
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Access violation in release without debugger

I'm having a problem with my project where it operates fine when compiled in debug mode, and works fine in release mode while the debugger is attached in Visual Studio, but if I run it in release with no debugger, I get an access violation deep…