SceneNode to rigidbody Issue

sujith2s

06-04-2010 19:49:21

Hi all,

I am using ogrebullet framework with ogre1.7 and bullet3d 2.76. When i try to set a scenenode as rigidbody, the rigidbody rotates around the scene without much control. i tried to control it using
rigidbody->setAngularFactor(btvector3(0,0,0));
ridigbody->setLinearFactor(btVector3(0,0,0));


when i try to use a constraint solver, i think i have to set the linear and angular factor to btvector3(1,1,1). Then it shows the same behaviour. It goes around the scene like ther is a twister :shock:

I tried to set a mass of 100 to the rigidbody. but the problem remains the same.
restitution, friction are set to 1.0.

Please help :D

Fish

06-04-2010 20:45:42

I've never used constraint solvers so I can't help you there, but you may want to spend some time with the example code that comes with Bullet to better understand how bullet works relative to constraints and then use the OgreBullet examples as a base for testing. You may need to extend the OgreBullet wrapper in some way to achieve the functionality you desire.

- Fish

kyrion12

06-04-2010 20:47:30

make sure that the two don't overlap or that you have the collision disabled

sujith2s

07-04-2010 18:13:54

Hi,
Thanks for the replies, the motion there in ogrebullet framework is really uncontrollable, when i try to create a rigidbody. I was trying to import a collada file into Ogrebullet framework and try to contraint it in ogrebullet framework using the constraint solver available in ogrebullet.
Now i think it is better to go for kinematic rigidbody and apply transforms individually for the rigidbodies.
1. Can anyone know how to set rotation pivot a scenenode or rigidbody.
2. i was trying to build a hierarchy of scenenodes and try to apply the transfrom to the base scenenode. My thought is if we apply transform to base node then the childnode will get the same transform. Is it right?
3. How can i build a hierarchy of scenenodes?
4. Also Is there any kinematic constraint solvers available ( Constraint solvers in bullet has a limitation of atleast 1 rigidbody must be dynamic, In my case i cannot set like that).

Please help me, i don't know much about the internal working. :D