Rope vs Gimpact shape collision issue

qupie
Posts: 5
Joined: Thu Apr 14, 2011 8:20 am

Rope vs Gimpact shape collision issue

Post by qupie »

I have a world with a huge static object defined as btBvhTriangleMeshShape and acts as the terrain of the world. Somewhere along the world items I include a rope soft body. Now is I use a dynamic body created as btGImpactMeshShape in the environment and register the dispatcher as the gimpact collision algorithm, the dynamic object collides succesfully with the environment statics, rigids and kinematics. However, I am having problems with the rope. The collision between the rope and the GImpact shape is innacurate.

Has anyone came over such a problem before?
XMight
Posts: 32
Joined: Tue Feb 22, 2011 1:00 pm

Re: Rope vs Gimpact shape collision issue

Post by XMight »

Look at my post, maybe it will help:
http://bulletphysics.org/Bullet/phpBB3/ ... f=9&t=6685