I'm confused about the collisionobject's worldtransform.
can i set rotation or scale param to this matrix?
if i have a TriangleMeshShape, but in a real world,i set a scale to its worldtransform,just like this:
[33,0,0,0,33,0,0,0,33,0,0,0,33,0,0,0]... could bullet still detect the collision according to its real world object?
thx in advance for any input!
Help:Can i set any rotation or scale to TriangleMeshShape?
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Re: Help:Can i set any rotation or scale to TriangleMeshShape?
You should not the world transform for any scaling. It is fine to use translation and rotation.ocean2oo6 wrote:I'm confused about the collisionobject's worldtransform.
can i set rotation or scale param to this matrix?
if i have a TriangleMeshShape, but in a real world,i set a scale to its worldtransform,just like this:
[33,0,0,0,33,0,0,0,33,0,0,0,33,0,0,0]... could bullet still detect the collision according to its real world object?
thx in advance for any input!
If you want to use a scaling for the collision shape, use btCollisionShape::setLocalScaling instead.
Hope this helps,
Erwin