I ask this because I tried setting a scale to a physical object and nothing happened. What surprised me was that when you call
MyMotionState::getWorldScaling
it just returns (1,1,1), so I suppose it's either not used or I just miss something.
Collision on unconventional scales don't work ?
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Re: Collision on unconventional scales don't work ?
Which Bullet version are you using? I don't see MyMotionState::getWorldScaling here.cippyboy wrote:I ask this because I tried setting a scale to a physical object and nothing happened. What surprised me was that when you call
MyMotionState::getWorldScaling
it just returns (1,1,1), so I suppose it's either not used or I just miss something.
There is no scaling on the motionstate/worldtransform. You can only optionally scale some collision shapes (locally).
Thanks a lot,
Erwin
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1.9 I'm taking care of some other stuff so I didn't upgraded yet,sorry.
The thing was that I import models from 3DS Max via .WRLs, and it has transforms, so I tryed giving it that transform, it all works well, except scalling. I now manually merge the scale into the model, but leave translation and rotation so I can move them around.
I'm pretty glad that I can turn static objects into move-able objects by animating the transform, is there any trick I should know regarding this ?
The thing was that I import models from 3DS Max via .WRLs, and it has transforms, so I tryed giving it that transform, it all works well, except scalling. I now manually merge the scale into the model, but leave translation and rotation so I can move them around.
I'm pretty glad that I can turn static objects into move-able objects by animating the transform, is there any trick I should know regarding this ?