btConvexTriangleMeshShape

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lucky7456969
Posts: 26
Joined: Thu Sep 11, 2014 5:40 am

btConvexTriangleMeshShape

Post by lucky7456969 »

I am wondering which shapes to use for dynamic triangular meshes.
which has a motion state and affected by gravity.

I originally used btBvhTriangleMeshShape
But at runtime, it says it doesn't support dynamics.

So I switched to btConvexTriangleMeshShape
But it crashes at calculateLocalInertia

Code: Select all

inline void getNonvirtualAabb(const btTransform& trans,btVector3& aabbMin,btVector3& aabbMax, btScalar margin) const
	{

		//lazy evaluation of local aabb
		btAssert(m_isLocalAabbValid);
		btTransformAabb(m_localAabbMin,m_localAabbMax,margin,trans,aabbMin,aabbMax);
	}
So what happened?
Thanks
Jack
xexuxjy
Posts: 225
Joined: Wed Jan 07, 2009 11:43 am
Location: London

Re: btConvexTriangleMeshShape

Post by xexuxjy »

You most likely need to use the GImpact shapes instead. Have a look at that demo it should have what you need.
tmason
Posts: 19
Joined: Wed Aug 27, 2014 5:02 pm

Re: btConvexTriangleMeshShape

Post by tmason »

btBvhTriangleMeshShape and btConvexTriangleMeshShape objects are designed to be non-moving in the Bullet physics world and thus won't have an inertia; the calculateLocalInertia() call fails by design.

As mentioned by xexuxjy you need to use objects specifically designed to be dynamic.
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