Hi Erwin,
Thanks for the latest update. Just one thing, I am trying to run my old demo of a box falling on a plane. I get the correct result in the previous releases. Now the box does no bounce much and directly comes to rest. Are there any new parameters that I need to set?
here is the relevant code to setup the rigid bodies i.e. the box and the ground plane
Code:
void InitializeBullet() {
broadphase = new btDbvtBroadphase();
collisionConfiguration = new btDefaultCollisionConfiguration();
dispatcher = new btCollisionDispatcher(collisionConfiguration);
solver = new btSequentialImpulseConstraintSolver;
dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,broadphase,solver,collisionConfiguration);
dynamicsWorld->setGravity(btVector3(0,-9.8f,0));
groundShape = new btStaticPlaneShape(btVector3(0,1,0),0);
fallShape = new btBoxShape(btVector3(0.5f, 0.5f, 0.5f)); //btSphereShape(1);
btDefaultMotionState* groundMotionState = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),btVector3(0,0,0)));
btRigidBody::btRigidBodyConstructionInfo groundRigidBodyCI(0,groundMotionState,groundShape,btVector3(0,0,0));
groundRigidBody = new btRigidBody(groundRigidBodyCI);
dynamicsWorld->addRigidBody(groundRigidBody);
btDefaultMotionState* fallMotionState = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),btVector3(0,10,0)));
btScalar mass = 10;
btVector3 fallInertia(0,0,0);
fallShape->calculateLocalInertia(mass,fallInertia);
btRigidBody::btRigidBodyConstructionInfo fallRigidBodyCI(mass,fallMotionState,fallShape,fallInertia);
box = new btRigidBody(fallRigidBodyCI);
dynamicsWorld->addRigidBody(box);
}
Thanks,
Mobeen