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
Bug - raycast hit normals on rotated compound child shapes
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- Posts: 169
- Joined: Sun Jan 14, 2007 7:56 pm
- Location: Norway
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- Posts: 169
- Joined: Sun Jan 14, 2007 7:56 pm
- Location: Norway
Re: Bug - raycast hit normals on rotated compound child shapes
Small update, I made a patch with a fix suggestion, see the issue tracker.