Hello,
I have another question, I want to be able to get the impulse of a collision, and there is a function that appears to be relevant, getAppliedImpulse(), but it always seems to return zero, I've tried calling it for the Raycastvehicle and on the manifold point in the ContactAddedCallback, i.e. cp.m_appliedImpulse, but again it is always zero for all points. Why is that? Or do you have to do something to activate it?
getAppliedImpulse() always returning zero
-
- Site Admin
- Posts: 4221
- Joined: Sun Jun 26, 2005 6:43 pm
- Location: California, USA
Re: getAppliedImpulse() always returning zero
Which version of Bullet are you using?
Note that the raycast doesn't produce regular contact points, only chassis collisions would result in proper contact points with an applied impulse.
Thanks,
Erwin
Note that the raycast doesn't produce regular contact points, only chassis collisions would result in proper contact points with an applied impulse.
Thanks,
Erwin
-
- Posts: 5
- Joined: Wed Jun 25, 2008 3:51 pm
Re: getAppliedImpulse() always returning zero
I'm using version 2.69, and yes, in this case I'm only interested in the chasis collision, I know that the raycast wheels use different mechanism.
-
- Posts: 2
- Joined: Fri May 03, 2013 1:50 pm
Re: getAppliedImpulse() always returning zero
I have the same problem