On 2010-01-26 07:13, Dirk Reiners wrote:
>
>       Hi Marcus,
>
> On 01/25/2010 04:25 AM, Marcus Lindblom wrote:
>> Hi all,
>>
>> I'd just thought I'd post this here, so that anyone could find it easily
>> (until it's added into contrib or wherever suitable).
>>
>> It's an implementation of Bullet's (the physics engine)
>> btStridingMeshInterface that allows one to use OSG::Geometry:s as source
>> data for collision meshes.
>>
>> It places some restrictions on the OSG::Geometry (only triangles and
>> triangle strips and only floats) but it works well for VRML-loaded
>> meshes so I hope it'll be useful.
>
> that sounds pretty cool! Could we coax you into write a little demo example 
> that
> uses it with Bullet? Something that has a bunch of simple shapes falling and
> bouncing (always a favorite physics demo)? :)
 >
> I'd be very happy to add that to the system! Given that none of us have any
> experience with Bullet it would probably take us a lot of time, but given that
> you use it I'd hope it would be pretty simple...

We don't have collision response and dynamics in our app, hence no 
experience with that, but I should be able to steal enough of that code 
from some other Bullet example. :)

I'll see what I can come up with. This week(-end) is rather busy though.

Cheers,
/Marcus





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