Hello Johannes, I would recommend posting your questions here:
http://groups.google.com/group/osgbullet-users?pli=1 Doug On Mon, Sep 6, 2010 at 10:02 AM, Johannes Scholz < [email protected]> wrote: > 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 >
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