btCompoundShape change child after it attached to rigidbody #3765
Replies: 4 comments
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I use unparent / transform / reparent each frame.
…On Wed, Jun 6, 2018, 8:31 PM gl3336563 ***@***.***> wrote:
hello! I found some problem when I change the child of btCompoundShape(add
or romove), if it attatched
to a rigidbody have problem, if not attatched to a rigidbody is Ok. but i
want to dynamic change child weather it have attached . I know change a
shape must remove rigidbody from the world and then add again and should
compute setMassProps and calculateLocalInertia. I have do this. but still
not work。Maybe some special thing need to do with btCompoundShape. Maybe my
bullet verison is a litte old 2.82. Or I must destroy old btCompoundShape
and new another btCompoundShape to set rigidbody again? I know this can
work.
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Yes, please update to latest Bullet version from github (not a release, just latest trunk/master). Please zip a small modified Bullet example to reproduce your problem and attach to this topic. Also, try understanding/debugging the code for btCompoundCollisionShape/Algorithm to track down the issue yourself. |
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I think what he is trying to do is have the center of mass change when a
compound parent occurred, (I could be wrong*)
I have done this manually in bge using a empty physics shape and parenting
all children, moving the center of mass obj, parent all child shapes to
empty(compound root) and setting it's mass to reflect its children.
…On Thu, Jun 7, 2018, 9:25 AM erwincoumans ***@***.***> wrote:
Please zip a small modified Bullet example to reproduce your problem.
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Oh! Thanks to reply me @BluePrintRandom and @erwincoumans. I am sorry my english is bad. In fact I am use the javascript version of bullet。 it work great. I will try the C++ sample later. |
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hello! I found some problem when I change the child of btCompoundShape(add or romove), if it attatched
to a rigidbody have problem, if not attatched to a rigidbody is Ok. but i want to dynamic change child weather it have attached . I know change a shape must remove rigidbody from the world and then add again and should compute setMassProps and calculateLocalInertia. I have do this. but still not work。Maybe some special thing need to do with btCompoundShape. Maybe my bullet verison is a litte old 2.82. Or I must destroy old btCompoundShape and new another btCompoundShape to set rigidbody again?(I know this can work).
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