Bullet Physics using DirectX
This one uses the following Bullet features:
- Rigid bodies and most primitive shapes
- Kinematic character controller
- Heightfield Terrain shape
- BvhTriangleMeshShape3
- Raycast vehicle
- Ragdolls
At the end of this page you can view some of the source code online. I only uploaded those that are relevant.
Alas, Bullet suffers from a number of major issues, particulary the following with static triangle mesh and height field terrain shapes.
1. The kinematic character controller would frequently stick / slide.
2. Rigid bodies would also frequently get stuck.
3. Fast moving rigid bodies will penetrate.
You can see a screen shot here as well as a video of the penetration
Source code (opens in a new window):
BulletRigidBodies.cpp
ShapeDrawer.h
ShapeDrawer.cpp
BulletUtilities.h
BulletUtilities.cpp
Comments
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const btVector3 nrm=cross(pv[ti[1]]-pv[ti[0]],pv[ti[2]]-pv[ti[0]]).normalized();
I got these errors for upper line:
Error 1 error C2228: left of '.normalized' must have class/struct/union f:\Dokumentai\Programavimas\_is_into\BulletRigidBodies2\BulletRigidBodies\ShapeDrawer.cpp 321 BulletRigidBodies
Error 2 error C3861: 'cross': identifier not found f:\Dokumentai\Programavimas\_is_into\BulletRigidBodies2\BulletRigidBodies\ShapeDrawer.cpp 321 BulletRigidBodies
Im getting the same errors.
hey guys
sorry for the late reply - those errors probably stemmed from new updates/versions of bullet. It seems to be a compiler error unable to find the class/struct definition anymore. I created this demo with an earlier version of Bullet - perhaps 2.73, and now its on 2.75 so I suspect the errors are coming from the new versions.
It's probably just a simple renaming or replacing it with whatever they call it now on the new version.