btRigidBody translate() + active body = fail?

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Neirdan
Posts: 13
Joined: Thu Jun 13, 2013 8:07 pm

btRigidBody translate() + active body = fail?

Post by Neirdan »

Everything is in the title: I'm using translate() on a kinematic, infinite mass btRigidBody and it doesn't work if the btRigidBody is active.
Same result with body->getWorldTransform().setOrigin() (well, that's what translate() does).

I see the rigidbody moving but then it goes back to it's initial position after my simulation step.

Any explanation?
I don't use a motion state to update render mesh positions, but would that be a possible answer?

Edit: It was indeed the explanation. I removed the kinematic flag and forced a disable_desactivation to check the behavior. It's just the default motion state messing with the body because it's flagged kinematic.
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