Hinge constraint spins on its own
Posted: Mon May 21, 2012 1:37 am
Hello, hopefully someone can help me out here.
So I have a basic hinge constraint in my current game project to make a door.
It's created like this:
The two rigid bodies that make up the hinge a static triangle mesh(level.btBody) and a dynamic box(hinge1.btBody). For some reason, the hinge starts spinning once it's updated by Bullet. I'm not applying any forces to it and there's nothing hitting it that would make it continually spin like that.
I've been trying to figure what's going on, and I'm totally stumped.
So I have a basic hinge constraint in my current game project to make a door.
It's created like this:
Code: Select all
btHingeConstraint* hingeDoor;
hingeDoor = new btHingeConstraint(*level.btBody,*hinge1.btBody,btVector3(20.0f,5.0f,-5.0f),btVector3(-5.0f,0.0f,.25f),btVector3(0,1,0),btVector3(0,1,0));
_physics->getWorld()->addConstraint(hingeDoor,true);
I've been trying to figure what's going on, and I'm totally stumped.