RigidBody scaling - Godot game engine

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B1TZ3R0
Posts: 13
Joined: Wed May 24, 2017 11:13 am

RigidBody scaling - Godot game engine

Post by B1TZ3R0 » Tue Aug 22, 2017 1:09 pm

I'm implementing a wrapper of Bullet Physics engine to Godot game engine, here the PR https://github.com/godotengine/godot/pull/10013.
It's almost done, I just need fix some problems.
One of these is that I need set the scaling of a RigidBody.
I know that I can use setLocalScaling on the shape but I don't want use it since the shape may be reused with different scale by another RigidBody.

Each RigidBody has btCompoundShape where I can set a shape with its transform but I've noticed that this transform not consider the scale.

So the question is that how can I scale the btRigidBody?

I think is possible since this is a common feature.

Thanks in advance!

avithohol
Posts: 34
Joined: Sun Feb 12, 2017 10:22 am

Re: RigidBody scaling - Godot game engine

Post by avithohol » Mon Oct 02, 2017 2:44 pm

I cannot find it, but I read it somewhere that Bullet doesn't support scale transformation if you that what you are looking for. Only rotation and translation can be stuff into BT transformation matrix, and expect meaningful results.

B1TZ3R0
Posts: 13
Joined: Wed May 24, 2017 11:13 am

Re: RigidBody scaling - Godot game engine

Post by B1TZ3R0 » Mon Oct 02, 2017 3:02 pm

It's possible to set local scaling by using the right method, it's not possible set scaling and / or shearing in the transformation matrix

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