Hello,
I'm trying to use a Point2PointConstraint between two objects in my game.
For some reason, whenever I do, the objects just get completely stuck.
One object is much more massive than the other (1000x).
If I understand properly the way Point2PointConstraint is supposed to work, using it with a single object should allow that object to spin freely about its pivot, right ? As in: btPoint2PointConstraint(body, pivot)
Even when doing that, the object (body) gets stuck. I can crash stuff all I want into it and it won't bulge.
Did I get the basics wrong here ?
Thank you,
Guillaume
Point2PointConstraint refuses to move, at all.
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- Posts: 4
- Joined: Fri Mar 01, 2013 5:20 pm
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- Posts: 4
- Joined: Fri Mar 01, 2013 5:20 pm
Re: Point2PointConstraint refuses to move, at all.
Ah, I think I'm unto something.
The two objects I'm linking have collision shapes of type BvhTriangleMeshShape which extends TriangleMeshShape, which (rightfully) does not know how to calculate its inertia tensor.
I've inherited BvhTriangleMeshShape and added a calculateLocalInertia similar to that of the SphereShape and it seems to work now.. more testing needed though
Cheers,
Guillaume
The two objects I'm linking have collision shapes of type BvhTriangleMeshShape which extends TriangleMeshShape, which (rightfully) does not know how to calculate its inertia tensor.
Code: Select all
public void calculateLocalInertia(float mass, Vector3f inertia) {
// moving concave objects not supported
assert (false);
inertia.set(0f, 0f, 0f);
}
Cheers,
Guillaume