I'm trying to implement "torsional spring" for my simulation(It's a scientific simulation). I believe that I can use btHingeConstraint and its member functions to implement it. More specifically, I mean "enableAngularMotor" member function.
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void btHingeConstraint::enableAngularMotor(bool enableMotor, btScalar targetVelocity, btScalar maxMotorImpulse)
Is there a good way to implement torsional springs in Bullet?