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?
Bounding Box refit for GImpactMeshShape
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- Joined: Fri Nov 15, 2013 5:40 am