Object on gravity: unwanted spin (OSG integration)
Posted: Sun Jul 10, 2016 12:09 pm
hi ,
Sorry for noob question , I'm integrating Bullet in a project Which use OpenSceneGraph .
I'm starting with a simple test : a cube That Falls on a plane under gravity force . The cube has a btBoxShape .
The problem is the follow : the cube do not falls straight on Z (I 'm using right-hand Z UP convention ) but During the fall the cube spins around X and Y ( planars axis) . I'm expect the cube falls straight on Z with no spin . The cube starts with position and rotation zerowed , all ( 0,0,0 ) : I've checked the getWorldTransform and the position and rotation passed are ( 0,0,0 ) effectively . Printing the setWorldTransform I Can See That for some stepSimulation , position and rotation Calculated are ( 0,0,0 ) effectively , but after some cycles they drift and start to spin the cube .
I'm very noob on bullet , I'm pretty sure this is a naive problem . Can you give me some ideas ? The world is initialized with the impulseConstraint , no particulars custom parameters.
I'm not sure bullet using same right-handed convention but I don't know if it can be the problem.
Many thanks, Bye
Sorry for noob question , I'm integrating Bullet in a project Which use OpenSceneGraph .
I'm starting with a simple test : a cube That Falls on a plane under gravity force . The cube has a btBoxShape .
The problem is the follow : the cube do not falls straight on Z (I 'm using right-hand Z UP convention ) but During the fall the cube spins around X and Y ( planars axis) . I'm expect the cube falls straight on Z with no spin . The cube starts with position and rotation zerowed , all ( 0,0,0 ) : I've checked the getWorldTransform and the position and rotation passed are ( 0,0,0 ) effectively . Printing the setWorldTransform I Can See That for some stepSimulation , position and rotation Calculated are ( 0,0,0 ) effectively , but after some cycles they drift and start to spin the cube .
I'm very noob on bullet , I'm pretty sure this is a naive problem . Can you give me some ideas ? The world is initialized with the impulseConstraint , no particulars custom parameters.
I'm not sure bullet using same right-handed convention but I don't know if it can be the problem.
Many thanks, Bye