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  JBullet on Android  (Read 2306 times)
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Offline bhurling

Innocent Bystander





« Posted 2011-09-22 16:33:18 »

Hello,

has anyone successfully used JBullet on Android? I got some weird behaviour when using a simple BoxShape. It acts almost like a cylinder. It comes to rest correctly on two opposite sides (say 1 and 6 on a dice). But it roles like a wheel when on any other side (with  a line from 1 to 6 as the axis).

This is how I initialize the world (That's basically the same as in the BasicDemo):
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// collision configuration contains default setup for memory, collision
// setup
CollisionConfiguration collisionConfiguration = new DefaultCollisionConfiguration();

// use the default collision dispatcher. For parallel processing you can
// use a diffent dispatcher (see Extras/BulletMultiThreaded)
CollisionDispatcher dispatcher = new CollisionDispatcher(
      collisionConfiguration);

BroadphaseInterface broadphase = new DbvtBroadphase();

// the default constraint solver. For parallel processing you can use a
// different solver (see Extras/BulletMultiThreaded)
ConstraintSolver solver = new SequentialImpulseConstraintSolver();

mDynamics = new DiscreteDynamicsWorld(dispatcher, broadphase, solver,
      collisionConfiguration);

mDynamics.setGravity(new Vector3f(0f, -10f, 0f));


Afterwards I define some static shapes for the ground and for the walls and then I just want to create a simple cube:

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CollisionShape colShape = new BoxShape(new Vector3f(1, 1, 1));

// Create Dynamic Objects
Transform startTransform = new Transform();
startTransform.setIdentity();

float mass = 1f;

Vector3f localInertia = new Vector3f(0, 0, 0);
colShape.calculateLocalInertia(mass, localInertia);

// using motionstate is recommended, it provides
// interpolation capabilities, and only synchronizes
// 'active' objects
DefaultMotionState myMotionState = new DefaultMotionState(
      startTransform);

RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(mass,
      myMotionState, colShape, localInertia);
dice = new RigidBody(rbInfo);

dice.setActivationState(RigidBody.ACTIVE_TAG);

mDynamics.addRigidBody(dice);


Most of the code is taken directly from the examples so I wonder what I am doing wrong here.

Here is a video for demonstration:
http://www.youtube.com/watch?v=oIe5sYJKQSs

Any suggestions?
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