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] ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31349#31349 Attachments: http://forum.openscenegraph.org//files/screen_shot_206.jpg _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

