I'm trying to import (using btBulletWorldImporter) a collision world created by using world->serialize(), however it seems there's no way for me to recover btCollisionObject pointers by name. I see functions for constraints, RigidBodies, and shapes. Is there some other way to go about this?
Thanks.
getting CollisionObject pointers by name
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- Location: Glendale, California
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- Posts: 14
- Joined: Thu Dec 09, 2010 9:32 pm
- Location: Glendale, California
Re: getting CollisionObject pointers by name
Hmm...in further reading of the btBulletWorldImporter source, it seems to assume the loaded world is a btDynamicWorld rather than a btCollisionWorld. Does passing in a collision world to the importer constructor adversely affect anything? Are they compatible?
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Re: getting CollisionObject pointers by name
There is currently no support for btCollisionWorld in btBulletWorldImporter, but it should be possible to implement it. Can you try it yourself, and let us know if/where you get stuck?
Thanks,
Erwin
Thanks,
Erwin
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- Posts: 14
- Joined: Thu Dec 09, 2010 9:32 pm
- Location: Glendale, California
Re: getting CollisionObject pointers by name
Ok, maybe I will come back to this. I figured this would be low-hanging fruit, but as it's not quite, I must first focus on other parts of integrating Bullet into my application.