Best Practices for converting matrices to transforms
Posted: Fri Apr 29, 2016 5:57 pm
By default Bullet appears to store 4x4 matrices and transforms transposed from each other. In conversion.h the BTTRANSFORM_TRANSPOSE macro controls this. Is there a design reason for this? I am tempted to turn it off so everything is stored the same way but I am wondering what I may loose if I do.
Moving rigid bodies works fine with the transposed matrices, but I am finding working with constraints to be very confusing which use the basis of the transposed transform and constraint frame to define the constraint axis.
Moving rigid bodies works fine with the transposed matrices, but I am finding working with constraints to be very confusing which use the basis of the transposed transform and constraint frame to define the constraint axis.