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)

338 questions
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Bullet: Load/Save collisionshape

I am trying to prefent looping all triangles and add each one to the btTriangleMesh. (Only loading has to be fast, saving speed can be ignored.) So what is the fastest method for loading collision data from a file. How about these two: Saving a…
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Integrate a Bullet simple demo in Qt

I want to integrate a Bullet demo into a Qt application. I am using the Bullet demo example that comes with Bullet, called App_BasicDemo. If I execute this application without Qt, it opens a window and renders very well. So I thought, if I just put…
Sara
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Where can I find fixture presets of different materials?

Where can I find fixture presets, that can be used in rigid body physics engines, like Box2D to simulate the behaviour of different materials? I'm looking for values of density, friction and restitution for common materials like: Smooth/rough…
Mariusz Jamro
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ammo.js performance in Google Chrome

A friend and I are developing a game using WebGL and after looking for some physics engines I discovered ammo.js which is a port or the bullet physics library. We implemented a simple example and quickly discovered that the framerate on google…
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How to apply rotation to a body in Bullet Physics Engine?

I have rotation values (roll, pitch, yaw). I would like to apply that rotation to a body, but I have no idea how to do that.
Ricardo Sanchez
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What is slowing down RigidBody?

I have created a very simple scene with just a single RigidBody in it. My whole code is below: extends RigidBody func _ready(): self.apply_central_impulse(Vector3(1, 0, 0)) self.gravity_scale = 0 self.linear_damp = 0 self.friction =…
elmo
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How to translate camera in pyBullet

Currently in debug visualizer, I know I can drag the mouse to swivel the rotation of the camera. Additionally, I can use the mouse wheel to zoom in and out. But what about translating the camera? Say, along the XYZ world frame axises. Or even along…
user3180
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Setting up Bullet Physics for iOS in XCode 4

So, I have downloaded the latest Bullet Physics package (2.78) and I have read the "Getting Started" documentation, which even includes an article on setting up a project in XCode from scratch (but not targeted at iOS nor XCode 4, which is what I'm…
Claudia
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How to use bullets HeightfieldTerrainShape

I'm struggling to find out how to use HeightfieldTerrainShape from JBullet physics library. As I can see, there are 2 constructors available: public HeightfieldTerrainShape(int heightStickWidth, int heightStickLength, byte[] heightfieldData, …
theCNG27
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Does anyone have examples/tutorials on how to use Bullet Physics/jBullet to do voronoi shattering?

I'm trying to get something working with jBullet physics and voronoi shattering. I can find videos galore of it working, just no code examples. Java or C++ is fine. Just need an example of some code. Can't find a single example of doing this. If…
max
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function call missing argument list error

am trying to convert a bullet quaternion(btQuaternion) to an irrlicht quaternion(irr::core::quaternion) for a game am prototyping. btQuaternion orientation= rigidBody->getOrientation();//now turn bullet quaternion -> irrlicht …
Dr Deo
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Rigid body (shape) in bullet/ammo.js from a mesh in three.js

I am using bullet/ammo.js with three.js. I have a 3d mesh and I want to use the exact shape for collision detection with a soft body. Is there a way I can create a 3d rigid body (in bullet) from a mesh (in three.js)? Here is an…
Łukasz Kidziński
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How to create btconvexHullShape in libgdx

I'd like to create a btConvexHullShape for my game with libgdx. When I tried to do so with the sample code from github: public static btConvexHullShape createConvexHullShape (final Model model, boolean optimize) { final Mesh mesh =…
BigPenguin
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Rotating a RigidBody around a pivot point

I'm trying to rotate a rigidbody around a pivot point (in this case the origin), rather than its center of mass. I had a suggestion to apply three transformations: Transform the rigidbody to the origin Rotate the rigidbody on its center of…
Jaitnium
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How to get the Euler rotation of a rigid body between 0 to 360 in Bullet Physics?

I am currently trying to get the rotation of an object. I am using C++ and Bullet Physics. This is my code: btScalar x, y, z; body[0]->getCenterOfMassTransform().getBasis().getEulerZYX(z, y, x); However, as I rotate the object around clockwise the…