Bounding Box refit for GImpactMeshShape
Posted: Fri Nov 15, 2013 5:56 am
I am building a demo that does plastic deformation of a solid through an algorithm. My current problem is that i haven't found a good algorithm for refiting the GImpactMeshShape bounding box to the new, deformed shape. The shape is being deformed thorugh a StridingMeshInterface.
The main problem lies when the bounding box starts to become smaller or bigger than the mesh, thus making the collision algorithm mistake the collision points. I have already tried: postUpdate and updateBounds, converting to a btBvhTriangleMeshShape first and then recreating the GimpactMeshShape.
Any ideas?
The main problem lies when the bounding box starts to become smaller or bigger than the mesh, thus making the collision algorithm mistake the collision points. I have already tried: postUpdate and updateBounds, converting to a btBvhTriangleMeshShape first and then recreating the GimpactMeshShape.
Any ideas?