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PostPosted: Tue Jan 31, 2012 7:35 am 
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Joined: Wed Jan 25, 2012 2:27 pm
Posts: 7
I use blender export my scene. After I imported my .bullet file, I found that the ball didn't collide with the slope.
run the program you will find only z of the ball is changing.
Code:
#include <iostream>

#include <btBulletDynamicsCommon.h>
#include "btBulletWorldImporter.h"
#include "OpenGL/GLDebugDrawer.h"

GLDebugDrawer* debugDrawer = new GLDebugDrawer();

int main (void)
{

   btBroadphaseInterface* broadphase = new btDbvtBroadphase();

   btDefaultCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration();
   btCollisionDispatcher* dispatcher = new btCollisionDispatcher(collisionConfiguration);

   btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver;

   btDiscreteDynamicsWorld* dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,broadphase,solver,collisionConfiguration);

   btBulletWorldImporter* fileLoader = new btBulletWorldImporter(dynamicsWorld);

   bool suc = fileLoader->loadFile("test.bullet");

   dynamicsWorld->setGravity(btVector3(0,0,-10));//in blender z axis is up, but in bullet y axis is up

   debugDrawer->setDebugMode(1);
   dynamicsWorld->setDebugDrawer(debugDrawer);
   dynamicsWorld->debugDrawWorld();

   int total = dynamicsWorld->getNumCollisionObjects();
   
   btVector3 g = dynamicsWorld->getGravity();
   printf("g:%f %f %f\n", g.getX(),g.getY(), g.getZ());
   btCollisionObject* obj = dynamicsWorld->getCollisionObjectArray()[0];
   btRigidBody* body = btRigidBody::upcast(obj);

   btCollisionObject* obj2 = dynamicsWorld->getCollisionObjectArray()[1];
   btRigidBody* xp = btRigidBody::upcast(obj2);
   
   while (true){
      dynamicsWorld->stepSimulation(1/60.f,10);
      std::cout << "position x: " << body->getWorldTransform().getOrigin().getX() << std::endl;
      std::cout << "position y: " << body->getWorldTransform().getOrigin().getY() << std::endl;
      std::cout << "position z: " << body->getWorldTransform().getOrigin().getZ() << std::endl;
      system("PAUSE");
   }

   delete dynamicsWorld;
   delete solver;
   delete collisionConfiguration;
   delete dispatcher;
   delete broadphase;

   return 0;
}


Attachments:
File comment: my test file
test.rar [54.25 KiB]
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PostPosted: Tue Mar 27, 2012 10:16 am 
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Joined: Tue Mar 27, 2012 10:14 am
Posts: 1
What is says after compilation ?


Last edited by viktorz on Sat Apr 07, 2012 5:03 am, edited 1 time in total.

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PostPosted: Wed Mar 28, 2012 11:31 pm 
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Joined: Sun Jun 26, 2005 6:43 pm
Posts: 3746
Location: California, USA
Your attached .bullet file just works fine but Blender is using a different up axis.

Just rotate the world in Blender before exporting, or change the gravity/UP axis in the Bullet demo.


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