Hello!
I am developing an isometric game that deals with objects which are AABB. The objects in the game will never rotate only move. Is bullet physics able to disregard rotation and only apply transformation in the calculations? If not, would it be possible to force a static rotation of collision objects so they do not rotate? I would be grateful for any advice, thanks!
Bullet physics suitable?
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- Posts: 169
- Joined: Sun Jan 14, 2007 7:56 pm
- Location: Norway
Re: Bullet physics suitable?
You can set the angular factor on each rigid body to zero, then they will only translate.
rigidbody->setAngularFactor(btVector3(0.0,0.0,0.0));
Cheers,
Ola
rigidbody->setAngularFactor(btVector3(0.0,0.0,0.0));
Cheers,
Ola
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- Posts: 19
- Joined: Mon May 11, 2009 8:46 am
Re: Bullet physics suitable?
Thanks! I will try it out
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- Posts: 19
- Joined: Mon May 11, 2009 8:46 am
Re: Bullet physics suitable?
I'm using bullet-2.74 and it only has one parameter for setAngularFactor. Does it restrict rotation on all axis?
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- Posts: 169
- Joined: Sun Jan 14, 2007 7:56 pm
- Location: Norway
Re: Bullet physics suitable?
Ah, right. Just use a single zero there It's been changed since 2.74 (now in SVN), with settings for each axis.
Best regards,
Ola
Best regards,
Ola