Hi, all,
anyone has any idea about how to stick two objects together after they collide with each other ?
I am creating a character controller, and in my case, when the feet and ground collide with each other (assuming there is no relative movement), the contact point can be regarded as a hinge constraint, so the leg rotates like a hinge joint. But how to build this constraint automatically when every everytime the contact point is changing ?
My current method is to first determine if the feet collide with the ground, then found the contact point, then build the constraint. It's a bit complex. Is there any method that can automatically detect the contact point and stick these two together ?
Thanks !
Stick objects together after the collision
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- Posts: 168
- Joined: Tue Jan 04, 2011 11:47 pm
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- Posts: 168
- Joined: Tue Jan 04, 2011 11:47 pm
Re: Stick objects together after the collision
OK, I will answer by myself.
We can use the customContactCallback, when we detect there is a contact added between the foot and the ground, then make it as a hinge joint. This can be achieved by
These parameters are sufficient enough to get all the information related with the contact manifold.
Cheers
We can use the customContactCallback, when we detect there is a contact added between the foot and the ground, then make it as a hinge joint. This can be achieved by
Code: Select all
typedef bool (*ContactAddedCallback)( btManifoldPoint& cp, const btCollisionObject* colObj0, int partId0, int index0, const btCollisionObject* colObj1, int partId1, int index1);
Cheers