I'm playing around with Bullet, I have a ground-floor and a ball, and I want the ball to fall and bounce on the ground. However this doesn't happen, even with very high values of m_restitution
, which is supposed to regulate the bounciness.
Any clue why this is happening? This is torturing me for some hours now with no luck.
btBroadphaseInterface* broadphase = new btDbvtBroadphase();
btDefaultCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration();
btCollisionDispatcher* dispatcher = new btCollisionDispatcher(collisionConfiguration);
btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver;
dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
dynamicsWorld->setGravity(btVector3(0,+9.8,0)); // GLWidget - y axis points downwards !!!
/////////////////////////////////////////////////////////////////////////////
//// Ground ///////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
btDefaultMotionState* groundMotionState = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1), btVector3(0,0,0)));
btRigidBody::btRigidBodyConstructionInfo groundRigidBodyCI(0, groundMotionState, groundShape, btVector3(0,0,0));
groundRigidBodyCI.m_restitution = 1.0f;
groundRigidBodyCI.m_friction = 3.0f;
groundRigidBodyCI.m_rollingFriction = 3.0f;
groundRigidBodyCI.m_mass = 0.0f;
btRigidBody* groundRigidBody = new btRigidBody(groundRigidBodyCI);
dynamicsWorld->addRigidBody(groundRigidBody);
/////////////////////////////////////////////////////////////////////////////
//// Ball /////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
btDefaultMotionState* ballMotionState = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1), btVector3(0,-100,0)));
btScalar ballMass = 1;
btVector3 ballInertia;//(0,0,0);
ballShape->calculateLocalInertia(ballMass, ballInertia);
btRigidBody::btRigidBodyConstructionInfo ballRigidBodyCI(ballMass, ballMotionState, ballShape, ballInertia);
groundRigidBodyCI.m_restitution = 1.0f;
ballRigidBodyCI.m_friction = 1.0f;
ballRigidBodyCI.m_rollingFriction = 1.0f;
btRigidBody* ballRigidBody = new btRigidBody(ballRigidBodyCI);
dynamicsWorld->addRigidBody(ballRigidBody);
//Without the next it doesn't bounce at all
//With it, it bounces just a TINY little bit
dynamicsWorld->getSolverInfo().m_splitImpulse = false;