Hi Erwin,
I just tried this using the new 2.59 version, replacing the boxes in the ConcaveDemo with capsules and convex hull shapes. It still fails.
The capsules only collide on one of the spheres (the bottom ones, so they flip over when hitting the ground).
The convex hull shapes just fall through the ground.
I tried using both single and double precision, it doesn't seem to have any influence on the result.
I'm using
Linux, maybe that's got something to do with this?
I used the following code (the rest unmodified):
Code: Select all
{
for (int i=0;i<10;i++)
{
// btCollisionShape* boxShape = new btBoxShape(btVector3(1,1,1));
//btCollisionShape* boxShape = new btSphereShape(1.f);
// btCollisionShape* boxShape = new btCapsuleShape(0.2, 1.43);
btCollisionShape* boxShape = new btConvexHullShape();
btConvexHullShape* hullshape = dynamic_cast<btConvexHullShape*>(boxShape);
hullshape->addPoint( btPoint3( 2.5, 0.0, 0.0) );
hullshape->addPoint( btPoint3( 2.0,-1.0, 0.0) );
hullshape->addPoint( btPoint3( 2.0, 1.0, 0.0) );
hullshape->addPoint( btPoint3(-1.0,-1.0, 0.0) );
hullshape->addPoint( btPoint3(-1.0, 1.0, 0.0) );
hullshape->addPoint( btPoint3( 1.0, 0.0,-1.0) );
hullshape->addPoint( btPoint3(-1.0, 0.0,-1.0) );
startTransform.setOrigin(btVector3(2*i,10,1));
localCreateRigidBody(1, startTransform,boxShape);
}
}
For comparison I just tried this with a fresh 2.56 Bullet version which does not have this problem. I've mostly been keeping up to date using the svn version, and I think the problem was introduced during the last few days, maybe last Friday or so.
Best regards,
Ola