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Changes between Initial Version and Version 3 of Ticket #286


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Timestamp:
May 2, 2011, 11:21:02 PM (13 years ago)
Author:
rgrieder
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  • Ticket #286

    • Property Owner nobody deleted
    • Property Milestone changed from Version 0.2 Codename: Bellatrix to Version 0.3 Codename: Castor
  • Ticket #286 – Description

    initial v3  
    11When using physics, it is not possible to scale an object at the moment. The problem is that the Bullet physics engine doesn't support that kind of transformation natively.
    2 The main reason is that the collision shapes have fixed size. You create a sphere with radius 5 and will have that radius as long as its lifetime.
     2The main reason is that the collision shapes have fixed size. You create a sphere with radius 5 and it will have that radius as long as its lifetime.
    33
    4 But: You can apply setLocalScaling() to every collision shape. The implementation however is not complete. For instance for compound collision shapes, it has no effect. That inevitable means that we need to do some heavy work ourself.
     4But: You can apply setLocalScaling() to every collision shape. The implementation however is not complete. For instance for compound collision shapes, it has no effect. That inevitably means that we need to do some heavy work ourself.
    55Imagine you want to scale a compound collision shape: You will have to scale each and every shape itself and even adjust the transformation.
    66
    77There is more problems: SphereCollisionShape obviously does not support non-uniform scaling (or it won't be a sphere anymore). You will have to check every bullet collision shapes for its scaling capabilities and implement that in our framework. This can unfortunately only be done by examining the Bullet source code.
     8
     9'''Update:'''
     10I checked Bullet v2.77 (update is in the trunk since 04/27/11) and it seems to have scaling for compound collision shapes now. But haven't checked with the others.
     11In short: our task may have gotten much easier!