I got a few doubts in mind.
My tool generates vertices, indices, triangles info, etc everything required for constructing a btBvhTriangleMeshShape.
I've vehicle created at random position and I'm doing Vertical Raycast to find ground (Trimesh), so that the vehicle position is automatically adjusted.
Even by default, if the m_worldtransform is set to identity, the mesh would be transformed to Origin in Worldspace and this would change all the vertices position. As vertices already have position in worldspace, I do not want to apply transformation to TriMesh. How can I do this.
And one more thing, is to possible to use Collision Geometry (btCollisionShape) without creating a rigidbody for it?
Thanks,
Sandeep
Question about TriangleMesh
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Re: Question about TriangleMesh
It was mentioned on another thread that you can just add the collision shape to the dynamics world, and I believe it will just sit there, getting in the way of the rigid bodies.
I take it you are worried about the overhead of applying the identity transformation all the time? Are you sure this overhead is significant?
I take it you are worried about the overhead of applying the identity transformation all the time? Are you sure this overhead is significant?
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Re: Question about TriangleMesh
Sorry... I think I got you confused....
When I create a TriMesh, I don't want to apply any tranformation to it... Is it possible?
When I create a TriMesh, I don't want to apply any tranformation to it... Is it possible?
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Re: Question about TriangleMesh
Translating the vertices by the identity leaves them unmoved. That's kinda the point of the identity. Can you show some code where it's not doing what you want?Even by default, if the m_worldtransform is set to identity, the mesh would be transformed to Origin in Worldspace and this would change all the vertices position. As vertices already have position in worldspace, I do not want to apply transformation to TriMesh. How can I do this.
Gary (-;
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Re: Question about TriangleMesh
Sry..... I'm such a noob...
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- Posts: 48
- Joined: Thu Jul 10, 2008 6:36 pm
Re: Question about TriangleMesh
I would like to know one more thing....
I've a composite object (car...i.e. 1 rigid body with multiple geoms) in my application. I want to check collision between staticplane and one of the geoms (for e.g. wheels) of the composite object. Is it possible to do that?... I don't want to check collision between staticplane and the entire composite object?
Sandeep....
I've a composite object (car...i.e. 1 rigid body with multiple geoms) in my application. I want to check collision between staticplane and one of the geoms (for e.g. wheels) of the composite object. Is it possible to do that?... I don't want to check collision between staticplane and the entire composite object?
Sandeep....