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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Move an object towards a target in PyBullet

I'm pretty new to PyBullet and physics engines in general. My first step is trying to get one object to move towards another. import pybullet as p import time import pybullet_data DURATION = 10000 physicsClient = p.connect(p.GUI)#or p.DIRECT for…
Brian Dolan
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How to make a spring constraint with Bullet Physics?

I want to test the spring contraint of Bullet Physics. So I created a static box hovering above the ground and a second dynamic box hanging down from it. But activating the spring behavior does nothing! The box is indeed hanging freely. I know it…
M. Winter
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Implicit casting similar types from separate libraries to work together seamlessly together in C++

I'm using GLM and Bullet Physics and they each have their own type of vector types - glm::vec3 and btVector3. They are exactly the same data structures but they annoy me because they don't go together nicely. A lot of manual conversions have to…
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Using btSoftBodyHelpers::CreateFromTriMesh with trimesh

I've been trying for a while to get support for softbodies in my project, I have already added all primitives, including static triangle meshes as you can see below: I've now been trying to implement the softbodies. I do have triangle shapes as I…
IAmNoone
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Bullet Physics, when to choose which DynamicsWorld?

I have a few general questions about the bullet physics library. Here is my current understanding in a nutshell: btDiscreteDynamicsWorld - Simplest physics world, only handles rigid bodies, maybe it has better performance. btSoftRigidDynamicsWorld -…
Sqeaky
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Handling collision in Bullet through the .g3db files

I am developing a simple application using libgdx and the Bullet API. I have completed the basic prototype of this application using shapes but now I want to load the real models in the application. I have used the .g3db file for loading the models…
Akshay Mukadam
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Simulating contraction of a muscle in a skeleton

Using spherical nodes, cylindrical bones, and cone-twist constraints, I've managed to create a simple skeleton in 3 dimensions. I'm using an offshoot of the bullet physics library (physijs by @chandlerprall, along with threejs). Now I'd like to add…
user993683
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Getting bullet physics transform matrix for Opengl

As of now I am using the below code to get the transform matrix from my rigid body in bullet and apply it to my instance. Now right now it seems to not be updating my rendered cube's transform, my first though is to believe that I'm losing data when…
Arko
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bullet physics : concave moving shape

I am trying to create a concave moving shape using bullet physics SDK but cannot find how to do it. Do you have any idea on how to achieve this?
AP.
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Apply scale to a bullet colision body

I'm using bulletphysics with ogre3d. to make them share the same vertex data i used this: http://www.ogre3d.org/tikiwiki/BulletMeshStrider Now i have the following problem: The actual Mesh data is apparently shared correctly, but Ogre also has…
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How fast is PhysX on GPU compared to physics engines on CPU?

I have an application that is written to use the Bullet physics engine. I am running it on an Intel i7 2600K CPU with 8 cores. The application has to process millions of chunks of physics work, each of which can be done independently. It currently…
Ashwin Nanjappa
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What I came up with by trial and error works, could you explain why?

First of all, I wasn't sure if this question is welcome here and I checked the FAQ and found out that "I would like others to explain" questions are. The main issue is that I need to store rotations of all objects twice in my application. That is…
danijar
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VS2010 debugging with command-line arguments

I've set the command line args for my app in the project properties -> debugging -> command arguments section. If I run the program from command line directly I do: progname arg1 arg2 So I've set the command line arguments in VS to arg1 arg2, as…
ChrisC
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Which constraint to keep a fixed distance between bodies?

I have two spheres which should always lie at a constant distance from each other. They can move around with all degrees of freedom as long as their distance remains constant. Imagine them to be connected magically by an invisible rod. Various…
Ashwin Nanjappa
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BulletPhysics "setLinearVelocity" not moving

I'm trying to create an FPS player that has a RigidBody using OpenGL and BulletPhysics. The only problem is to make the box move. I tried it with setLinearForce, applyForce and many others but is just don't want to move. It still responds to…
Tiago Salzmann
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