I'm implementing a wrapper of Bullet Physics engine to Godot game engine, here the PR https://github.com/godotengine/godot/pull/10013.
It's almost done, I just need fix some problems.
One of these is that I need set the scaling of a RigidBody.
I know that I can use setLocalScaling on the shape but I don't want use it since the shape may be reused with different scale by another RigidBody.
Each RigidBody has btCompoundShape where I can set a shape with its transform but I've noticed that this transform not consider the scale.
So the question is that how can I scale the btRigidBody?
I think is possible since this is a common feature.
Thanks in advance!
RigidBody scaling - Godot game engine
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Re: RigidBody scaling - Godot game engine
I cannot find it, but I read it somewhere that Bullet doesn't support scale transformation if you that what you are looking for. Only rotation and translation can be stuff into BT transformation matrix, and expect meaningful results.
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Re: RigidBody scaling - Godot game engine
It's possible to set local scaling by using the right method, it's not possible set scaling and / or shearing in the transformation matrix