Hey guys,

I am currently integrating rigid body physics using osgBullet into our VR 
environment, which is mainly used for viewing CAD models generated in CATIA V5.

Well, I got everything running using a separate physics thread and the 
osgwTools::AbsoluteModelTransform like shown in the examples.

Now there are two problems I encountered:

First:
I added some code to switch on/off physics for my nodes on runtime. Well, that 
works fine up to the point I switch on the stereo mode.

In the demo scene on the screenshot I activated physics for the turbine, but 
then the eye separation gets mixed up. Compare left hand side with disabled 
physics and right hand side with enabled physics (on turbine hull only).

Now I already got it has something to do with the absolute_rf setting, because 
when using a simple matrixtransform instead, everything is fine is stereo mode.



Second:
Currently I use ConvexTriMeshs as CollisionShapes, but I'd rather use the 
TriMeshCollisionShape. But when I replace 

btCollisionShape* cs = osgbBullet::btConvexTriMeshCollisionShapeFromOSG( node );

with

btCollisionShape* cs = osgbBullet::btTriMeshCollisionShapeFromOSG( node ); 

and then enable physics, simply no collision is detected at all. All objects 
simply fall through the ground in my demo scene.


Any suggestions?


Thanks in advance,

Johannes from Bremen, Germany[/img]

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http://forum.openscenegraph.org/viewtopic.php?p=31349#31349




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