Hi Radu,

I am very grateful the problem was resolved under your advices.😄
It is worth mentioning that the attached code is
"demo_MBS_collision_trimesh.cpp" in the master of ProjectChrono, I just
modified the position and orientation of body_B to attach the collison
shape.

Chao

'Radu Serban' via ProjectChrono <[email protected]>
于2023年3月29日周三 22:37写道:

> Hi Chao,
>
>
>
> You didn’t attach your sample code. So, I’m not exactly sure what you are
> trying to do.  Having said that, when using the Bullet collision system,
> the position and orientation passed to AttachTriangleMesh are indeed
> ignored (that’s not the case if you use the CHRONO collision system type).
>
>
>
> For the case of the Bullet collision system type, one solution is to
> transform all mesh vertices (using, for example,
> ChTriangleMeshConnected::Tranform()) prior to attaching it to the body, or
> else move the body itself; if, as I suspect, the body you want to attach
> the collision mesh to is the “ground” body, note that you can have multiple
> bodies that you declare as “fixed”.
>
>
>
> --Radu
>
>
>
> *From:* [email protected] <[email protected]> *On
> Behalf Of *Chao Zhang
> *Sent:* Wednesday, March 29, 2023 2:27 AM
> *To:* ProjectChrono <[email protected]>
> *Subject:* [chrono] Re: Function AddTriangleMesh() in class
> ChCollisionModel does not seem to work
>
>
>
> Attached code: demo_MBS_collision_trimesh.cpp in Project Chrono
>
>
>
> 在2023年3月29日星期三 UTC+8 15:23:44<Chao Zhang> 写道:
>
> Hi, developers
>
>
>
> I am trying to move my obj mesh model to any point in 3d space when I
> build collision model in chrono physical system. Unfortunately, I find that
> member function AddTriangleMesh() in class ChCollisonModelBullet. It seems
> that AddBox works weel. Even though Transform() for ChTriangleMeshConnected
> object will be helpful to me.
>
> Any advice will be appreciate.
>
>
>
> PS: I'm using the latest version of Chrono trunk code.
>
>
>
> Chao
>
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