I am trying to connect two bodies (one static and one dynamic) using a spring in Bullet. I am using the btGeneric6DofSpringCOnstraint.
The dynamic body hangs from the static body.
During the simulation, I am changing the mass of the dynamic body:
btVector3 localInertia;
btb->getCollisionShape()->calculateLocalInertia(mass,localInertia);
btb->setMassProps(mass,localInertia);
btb->updateInertiaTensor();
//m_dynamicsWorld->addRigidBody(btb);
btb->activate(true);
However, no matter what mass I use, the body is still hanging at a same distance from the static body.
Any idea of why this is happening?