I've been trying to use a btUprightConstraint in my project. I am using Torque 3D game engine with Bullet Physics integrated. I can use all of the other types of constraints with the usual code such as:
btGeneric6DofConstraint* dof6joint = new btGeneric6DofConstraint(*body1, *body2, localA, localB,true);
And it works flawlessly. However, when using the same kind of thing for the btUprightConstraint as follows:
btUprightConstraint* newUpright = new btUprightConstraint( *m_chassis, uprightTrans );
I get errors that state I cannot instantiate an abstract class. I'm sure I have my include working properly as my header file recognizes it as a class, and other than instantiating the class, I can call to its public functions to set the internal values.
I'm a bit confused as they are all from the btTypedConstraint class. Can someone help me?
btUprightConstraint question/problem
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Re: btUprightConstraint question/problem
I figured it out, I guess I should have thought about it for a second. That's what happens when you code at 4 am.
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Re: btUprightConstraint question/problem
Well on an annoying note, after getting all of the virtual functions added and it compiling properly, it hangs when running. I was trying to use it on a hovercraft to keep it stable.
I don't suppose anyone has this this working with the latest build?
I don't suppose anyone has this this working with the latest build?
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- Posts: 73
- Joined: Tue Oct 06, 2009 3:19 pm
Re: btUprightConstraint question/problem
Disregard my previous post, I made a programming error in a part of the code designed to pass the variables to the uprightConstraint.
The uprightConstraint code itself is just fine.........these are not the droids you are looking for!
The uprightConstraint code itself is just fine.........these are not the droids you are looking for!
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- Posts: 73
- Joined: Tue Oct 06, 2009 3:19 pm
Re: btUprightConstraint question/problem
OK I'm pretty confused here. I've tried the btUprightConstraint and it compiles and all things look as if they should work, but they don't. The hovercraft can be sent into a spin as easy as pie.
So I tried this guy's approach since he said it worked for them: http://www.bulletphysics.org/Bullet/php ... 494#p19494
That would also fails to stabilize my hovercraft.
I've even tried a four-point pulse system, that...was bad.
I could really use a bone being thrown in my direction please. Thanks in advance.
I think the last thing I have is to program in an angular damping spring system on my own, but I had kind of hoped the physics engine would have had something in place already. I'm not big on reinventing the wheel.
So I tried this guy's approach since he said it worked for them: http://www.bulletphysics.org/Bullet/php ... 494#p19494
That would also fails to stabilize my hovercraft.
I've even tried a four-point pulse system, that...was bad.
I could really use a bone being thrown in my direction please. Thanks in advance.
I think the last thing I have is to program in an angular damping spring system on my own, but I had kind of hoped the physics engine would have had something in place already. I'm not big on reinventing the wheel.