This is what I got but the rigid body is moving up when it starts off at the same position as the ghost object. dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher, overlappingPairCache, solver, collisionConfiguration); dynamicsWorld ->getBroadphase()->getOverlappingPairCache()->setInternalGhostP...
Thanks for the reply. I have been looking at creating a btGhostObject or btPairCachingGhostObject, but other rigid bodies seem to collide with them unless I set the below; is that correct? dynamicWorld->addCollisionObject(groundSensor, btBroadphaseProxy::SensorTrigger, btBroadphaseProxy::StaticFilte...
Hiya I am curious what is the best way to create a rigid body linked with a sensor object such as a ghost object? I want the sensor object to move with the parent rigid body and detect collisions. I don't think btCompoubdShape is correct since I believe that only affects the shape of the rigid body....
If you're trying to make a tall think character always stand up maybe you should use the "zero inverse inertia tensor diagonal" trick. This would allow you to use whatever friction you want. In other words, if your character should only ever rotate about its local vertical Y-axis, then yo...
Hi drleviathan, Can substep_period and blend_timescale be any static values within your description? I'll try this a bit later when I have more time. I quickly checked my issue again on the HelloWorld demo and it seems like the issue is somewhat related to the ratio of the collision shape; seems lik...
I've tried setting the margin (at 0.05f and higher) after creating the collision shape and before adding it into the btDiscreteDynamicsWorld and it doesn't work. btCollisionShape* colliderShape = new btBoxShape(btVector3(inputs[0], inputs[1], inputs[2])); colliderShape->setMargin(0.5f); btRigidBody*...
Hiya, I have set up a very simple demo using Bullet where an object moves along the ground using linear velocity which is constantly set to the same value over 200 frames and then the object falls through the ground but only up to a third of its height. E.g.: If I have a RidgidBody with a box collis...