Search found 3 matches
- Wed May 15, 2019 4:29 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Updating btCollisionObject position (collision detection only)
- Replies: 3
- Views: 2906
Re: Updating btCollisionObject position (collision detection only)
Thanks for the reply and for the hint ! I thought earlier about btCompoundShape::updateChildTransform(), but seeing that it needed a btTransform, i told myself that I couldn't compute the new transform of the triangle But creating a btTransform with origin btVector3(0,0,0) and updating all child sha...
- Wed May 15, 2019 9:52 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Updating btCollisionObject position (collision detection only)
- Replies: 3
- Views: 2906
Re: Updating btCollisionObject position (collision detection only)
Oh, and it might be better with some code : My members btCollisionConfiguration* m_collision_configuration; btCollisionDispatcher* m_dispatcher; btBroadphaseInterface* m_broadphase; btCollisionWorld* m_collision_world; std::map<btVector3*, vec3*> map_btVector3_Vector; Creating the world double scene...
- Wed May 15, 2019 9:29 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Updating btCollisionObject position (collision detection only)
- Replies: 3
- Views: 2906
Updating btCollisionObject position (collision detection only)
Hi everyone, I use Bullet Physics only for collision detection. My goal is to detect collision in a Mass-Spring system. So, I have a btCollisionWorld in which i add some btCollisionObject, with a btCollisionShape corresponding to a btCompoundShape. Those btCompoundShape have btTriangleShapes as chil...