I am setting a self-made convexhull geom to BulletConvexHullShape
bulletcvxhshape = BulletConvexHullShape()
Then, I showed it using DebugNode.
The result is as follows.
The wireframes does not look like a convex hull.
The following figure shows a nodepath generated using the same geom. It is very different from the BulletConvexHullShape under the DebugNode.
Did I miss sth…?
Here is another example. This object includes several nodepath. Each of them is made into a BulletConvexHullShape
The tip looks good, but the middle part has lots of weird edges.
I am quite sure they are not part of the convexhull.
Maybe just DebugNode creates its own geometry.
The weird edges are probably just part of Bullet’s debug rendering. I think they should not affect the physics behaviour.
Thanks a lot!
According to the example, it seems the BulletConvexHullShape accepts a concave Geom and automatically compute its hull. Is that true? The weird DebugNode rendering made it difficult for me to observe the correctness… Right now I am computing a convexhull explicitly outside.
I have gave up using BulletConvexHullShape, please refer to my new question 27022 for updates. I will close this session.
When I detect the collision between two dynamic BulletTriangleMeshShape, I found they are considered to be collided even if they are visually separated. The attached figure shows an example. The two red points are the contact.getManifoldPoint().getPositionWorldOnA() and B() positions. Is it possible to make this more precise? My BulletTriangleMeshShape.getMargin is now 0.