Detect applied impulse when using character controller

cebugdev
Posts: 15
Joined: Fri Nov 19, 2010 8:58 am

Detect applied impulse when using character controller

Post by cebugdev »

Hi,

Im using kinematic controller (btKinematicCharacterController) and im using the
'COntact information' sample used by
http://bulletphysics.org/mediawiki-1.5. ... d_Triggers

contact manifold is detected but impulse is always 0, eventhough a collision occured.
but it seems that m_appliedImpulse is always 0 even my character already has collision like falling from a building.

Im just following basic example on how to use character controller where the character controller is represented by a ghost object (btPairCachingGhostObject) with it.

what else do i need to set on the ghost object or on the character controller?
what things do i need to check and double check if i did set it up correctly?

How can i detect applied impulse when using character controller?

What im trying to do is to detect the force of impact when my character fall on lets say for example a tall building.
we are stuck on this issue for weeks now, so if anybody got an idea on how to do this, please help :(
cebugdev
Posts: 15
Joined: Fri Nov 19, 2010 8:58 am

Re: Detect applied impulse when using character controller

Post by cebugdev »

anyone? what im trying to do is to detect the force of impact when my character controller fall from a height such as a tall building.

weve been stuck on this issue for weeks now.
nkl199
Posts: 1
Joined: Tue Jun 21, 2011 10:21 am

Re: Detect applied impulse when using character controller

Post by nkl199 »

Hi- I'm stuck with the same problem and was curious if you found a work around to this?