user2798119
user2798119

Reputation: 67

Apply scale to a bullet colision body

I'm using bulletphysics with ogre3d. to make them share the same vertex data i used this: http://www.ogre3d.org/tikiwiki/BulletMeshStrider Now i have the following problem: The actual Mesh data is apparently shared correctly, but Ogre also has rotation, scale and position, which are managed by nodes. Rotation and Position weren't really a Problem but im kinda stuck on scale. So is there a way to scale a Bullet Collsion object?

Upvotes: 4

Views: 1294

Answers (1)

DarthB
DarthB

Reputation: 381

You're lucky I want to do the same in the near future. My research so far:

You need to use: btScaledBvhTriangleMeshShape http://bulletphysics.org/Bullet/BulletFull/classbtScaledBvhTriangleMeshShape.html

It wraps a btBvhTriangleMeshShape by use a different scale for the vertices. So you need a new collision object for every scale that you want to use.

Upvotes: 1

Related Questions