Coming back to starter post:
First:
you can update your position from physics with matrix transform or position 
attitude transform even if there are parent transforms on tree up to this node, 
you just need to modify (or write new) callback that setups nodes positions to 
count transforms up to this node (u can get that with computeLocalToWorld 
method of matrix transform), then u getting inverse of this matrix (or may be 
you can skip inverse when using computeWorldtoLocal ) and combine with matrix 
you got from physics simulation, then u get matrix u need to set for your node 
with physics object.

Second:
Bullet collision detection and dynamics works with any static meshes and 
dynamic convex meshes, you cant get dynamic concave mesh using standard bullet 
stuff, but you can get concave dynamic mesh collision detection and dynamics 
with gimpact meshes, search for gimpact stuff in bullet forums.
Cheers,
Sergey

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=31554#31554





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