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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?

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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.

DarthB
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  • scale has so many things to it.. like the ccd, the mass (if you scale by 0.5f, the mass will be 1/8), it would be cool if they added that ready to scale a physics without we having to deal with it manually – Aquarius Power Jan 07 '15 at 19:14