jni, neutrino like bvh mesh

chris_c
Posts: 2
Joined: Sat Dec 24, 2011 2:19 pm

jni, neutrino like bvh mesh

Post by chris_c »

I'm wrapping up bits of bullet for use within java (both android and desktop)

I've had a fair bit of success :D I can see sphere's box's and planes falling and colliding !

however I seem to be having trouble with a static bvhTriangleMeshShape I'm not getting even a whiff of a collision

I've build the shape with triangleMesh::addTriangle and also separately for testing with an indexed tri mesh too...

both methods of building the bvh mesh report the same triangles if I use bvhTriangleMeshShape::performRaycast
processing all triangles also seems to report all the triangles I've added and everything looks sane.

On the desktop I'm using a Makefile of my own to make the jni library.

It basically lists all the cpp files in the appropriate folders BulletCollision etc etc and compiles them into 32bit and 64bit object folders for linking to the appropriate jni libs (this mean simple changes only require compilation of a few files rather than complete compile for 32bit then complete compile for 64bit...)

Maybe compiling like this is missing some set up that's needed or some define I'm missing ???

too be honest I'm flat out of ideas - anyone got any clues?

TIA!
chris_c
Posts: 2
Joined: Sat Dec 24, 2011 2:19 pm

Re: jni, neutrino like bvh mesh

Post by chris_c »

tried out gImpactTriangleMesh and this behaves in the same manner regardless of
whether the gimpact algorithm is registered or not...