A minor bug in BulletX Source (2.5 Alpha)


In BulletX Source (2.5 Alpha) in TriangleMeshShape.cs at line 109:
LocalProcessAllTriangles(callback, aabbMax, aabbMax);
should be:
LocalProcessAllTriangles(callback, aabbMin, aabbMax);
It didn't get the tringle mesh shape collision work, but I think it can help.
Keep it up!
Closed Jun 14, 2007 at 8:21 AM by KleMiX
mesh collisions will be added in next release


KamiSama wrote Jun 13, 2007 at 11:45 PM

After reversing the triangle windings I could get some results. but it's not good. It works sometimes. Maybe it's a scale problem? I'm working on a scene exported from Max and it's units are centimeters (100 times bigger).

wrote Jun 14, 2007 at 8:21 AM

Corngood wrote Dec 22, 2008 at 1:16 AM

It was missing some contacts between a box and a tri-mesh, so I made another small change.

On ConvexTriangleCallback.cs(71) I reversed the order of the multiply, so the line looks like:

Matrix convexInTriangleSpace = _convexBody.WorldTransform * MathHelper.InvertMatrix(_triBody.WorldTransform);

I didn't look into the problem too deeply, but I think there are some general issues with the matrix representation used in bullet, and how it differs from Microsoft.DirectX.Matrix.

wrote Feb 14, 2013 at 2:57 AM

wrote May 16, 2013 at 7:48 AM