Strange bouncing after update to newer Bullet version

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AshMcConnell
Posts: 29
Joined: Sat Sep 23, 2006 1:35 pm
Location: Northern Ireland
Contact:

Strange bouncing after update to newer Bullet version

Post by AshMcConnell »

Hi Folks,

I have recently updated Bullet to the latest version. I had been on a REALLY old version of bullet and it had been working fine. I am simulating cars, so I am using a btCylinderShapeZ for the wheels / a box for the car itself and a btBvhTriangleMeshShape (using tris from an Ogre3d mesh).

We are using Bullet for collision detection only, with a custom constraint-based physics library.

Now when I try to drive its very unstable and bounces around a great deal even when not driving it bounces like its moving on cobble stones.

This is how we defined the wheel shapes, it worked fine up to now

Code: Select all

			
re HalfWidth=Width*0.5; 

if (HalfWidth >= Radius){ 
	HalfWidth = Radius; 
}  

btVector3 SemiAxes(btScalar(Radius-HalfWidth),btScalar(Radius-HalfWidth),btScalar(ZERO));  

pbtCyl=new btCylinderShapeZ(SemiAxes); 
pbtCyl->setMargin(btScalar(HalfWidth)); 
Any ideas what could be causing such a problem?
Thanks for your help
All the best,
Ash
AshMcConnell
Posts: 29
Joined: Sat Sep 23, 2006 1:35 pm
Location: Northern Ireland
Contact:

Re: Strange bouncing after update to newer Bullet version

Post by AshMcConnell »

Hi Folks,

Got it working by removing the margin and giving the cylinder proper dimensions.

All the best,
Ash
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