If you really need to do something using an elipsoid shape, you could take a look at CompuondCollisionShape (pasting together several shapes), HullCollisionShape (works like a Mesh, I think), or just scaling the SphereCollisionShape using .setScale(Vector3f).
A HullCollisionShape isn’t a good option here since I’ll likely have too many mesh to mesh collisions.
The docs on scaling:
You can change the scale of collisionshapes (whether it be, Simple or Mesh). You cannot change the scale of a CompoundCollisionShape however. A sphere collision shape, will change its radius based on the X component of the vector passed in. You must scale a collision shape before attaching it to the physicsSpace, or you must readd it to the physicsSpace each time the scale changes.
I wouldn’t be here if it were that easy [quote=“MisterCavespider, post:2, topic:36670”]
Yes, but how do you suggest I make an elipsoid out of spheres and cubes?
I think that you should stop suggesting random stuff if it’s not relevant to the problem at all.
Now looking at the JBullet wiki, it DOES have the btMultiSphereShape included. What I’m asking is why doesn’t jME have a class that links to it. Or maybe the JBullet page simply links to the Bullet wiki, hm.
I assume it was overlooked when the native bullet implementation was first done. Most likely because it doesn’t seem to have to much use, except I guess in this case. Looking roughly at the doc for btMultiSphereShape, it could potentially be added to JME if we really wanted to.
I’ve been looking and fixing some bugs on JME’s native bullet implementation in my spare time, but that’s just me. Currently, I’ve reached a stand still however because I’m getting some weird native crashes since the switch to gradle 2.13.
Yes that’s correct. jBullet is based off a very old implementation of bullet and is written in Java. The native bullet implementation is based off the more recent versions of bullet but is written in C++ and using JNI.