Bug - raycast hit normals on rotated compound child shapes

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ola
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Joined: Sun Jan 14, 2007 7:56 pm
Location: Norway
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Bug - raycast hit normals on rotated compound child shapes

Post by ola »

I ran into weird problems with my own raycast-based vehicle recently, and just found the reason why.

Some assets in my game world are static mesh shapes, rotated within a compound shape. Raycasts hitting these objects return normal vectors that don't seem to take the child shape rotation into account.

I put it up as an issue here:
http://code.google.com/p/bullet/issues/detail?id=229

Let me know if I can help figuring it out. I looked into btCollisionWorld::rayTestSingle, and see it is called recursively when hitting compound shapes. Is this the correct place to look?

Best regards
Ola :-)
ola
Posts: 169
Joined: Sun Jan 14, 2007 7:56 pm
Location: Norway
Contact:

Re: Bug - raycast hit normals on rotated compound child shapes

Post by ola »

Small update, I made a patch with a fix suggestion, see the issue tracker.
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