Hi.
I was wondering if there's some useful way to use the btMatrix3x3 of the center of mass (COM) offset transform (in LinearMath/btDefaultMotionState.h).
I ask because I am thinking of taking it off from the calculations of the getWorldTransform()/setWorldTransform() methods in my implementation, if nobody can providing me with a valid reason for not doing it.
Af far as I know, usually when using btTransforms the translation happens before the rotation; if this is true the rotation happens when there's nothing "down the chain". Isn't it?
Do other physic engines use COM offset transforms ?
P.S. At the moment I'm already stripping all the COM shift calculations for bodies that have no COM shifts (by using a boolean flag), but I'm thinking about optimizing it further for the other bodies.
Thank you in advance for your possible hints.
Practical use of the rotational component of the COM offset
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Flix
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- Joined: Tue Dec 25, 2007 1:06 pm