Problem: Physics Objects(Kinematic) with IPO curves
2 posters
Problem: Physics Objects(Kinematic) with IPO curves
I found a problem with the IPO rendering when trying to make some moving platforms using KINEMATIC objects with Bullet. These are needed if you want static object that can push dynamic objects around or have things stick to them and apply friction.
The object render function doesn't update the MotionState so the collision object never gets and updated position.
I had to change this line in sio2ObjectRender to get it to work.
The object render function doesn't update the MotionState so the collision object never gets and updated position.
I had to change this line in sio2ObjectRender to get it to work.
- Code:
if( _SIO2object->_SIO2objectphysic && _SIO2object->_SIO2objectphysic->_btRigidBody )
{
//_SIO2object->_SIO2objectphysic->_btRigidBody->getWorldTransform().setFromOpenGLMatrix( _SIO2object->_SIO2transform->mat );
btTransform trans;
trans.setFromOpenGLMatrix( _SIO2object->_SIO2transform->mat );
_SIO2object->_SIO2objectphysic->_btRigidBody->getMotionState()->setWorldTransform( trans );
}
jimmyz- Posts : 2
Join date : 2009-10-07
Re: Problem: Physics Objects(Kinematic) with IPO curves
You're absolutely right... the previous code won't work with kinematic objects... Like that it work for both. tks for the fix!
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