Thanks for your answer Ugo,
Working with a thinner resolution of my hexa might be a trick then.
I actually implemented the same thing using my own component but I then came across collision issues. Indeed, in a simple scene with a deformable object and an moving obstacle, collisions are not handled correctly but they are if my obstacle is fixed.
Did you came across such a problem?
Regarding the source, applyTranslation and applyRotation seem to apply your delta directly to the positions so that should work in your case.
Thanks for you answer.
Here is an example using the sphere.obj found in the share/mesh/ directory.
<?xml version="1.0"?>[Read more]
<Node name="root" gravity="0 -10 0" animate="0" >
<VisualStyle displayFlags="showBehaviorModels showForceFields showCollisionModels" />
<DefaultPipeline name="Collision Pipeline" />
I’d like to add constraints to some points of my collision model so they could remain fixed or at least be constrained to a frame (or a matrix, position ,etc) but I don’t really know how to do it. I came across different topics dealing with different constraints but it’s not clear to me at all.
I also looked at several examples dealing…[Read more]