Hi,
I am using softbodies and rigidbodies.
I create a softbody from a mesh and have a sphere that bounces around and can be shot at the mesh.
Now, I tried adding a box (btBoxShape) and it would not move. I made sure it was not a static and tried a few values with the mass.
No Luck.
I then also replaced the btSphereShape call with btBoxShape and still no luck. If I have a box, it wont move.
Any ideas as to why ?
I am using Collision exclusion using masks.
Thanks,
Pierre
btBoxShape not moving [solved]
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- Posts: 229
- Joined: Sun Sep 30, 2007 7:58 am
Re: btBoxShape not moving
hi,
do you call shape->calculateLocalInertia(mass,localInertia) ?
do you call shape->calculateLocalInertia(mass,localInertia) ?
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- Posts: 14
- Joined: Fri Oct 24, 2008 3:32 pm
Re: btBoxShape not moving
Yes I do.
I have stepped through the code and found that my object gets disabled.
I see a comment that it is an overflow in AABB and I should mail this to bugs with all my details.
Not too sure why this would be happening as my shape is quite small and the actual area collision happens in is quite small as well.
Any ideas?
Going to send a mail to bugs I spose!
I have stepped through the code and found that my object gets disabled.
I see a comment that it is an overflow in AABB and I should mail this to bugs with all my details.
Not too sure why this would be happening as my shape is quite small and the actual area collision happens in is quite small as well.
Any ideas?
Going to send a mail to bugs I spose!
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- Posts: 14
- Joined: Fri Oct 24, 2008 3:32 pm
Re: btBoxShape not moving
Solved it!
It was a typical I.D.10.T error on my behalf.
When I created the transform, I called GetIdentity rather than SetIdentity
Changing this call fixed it!
It was a typical I.D.10.T error on my behalf.
When I created the transform, I called GetIdentity rather than SetIdentity
Changing this call fixed it!