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Notes.md

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Ghost Objects

GhostObjects are convenient, but we can achieve much the same effect via

collisionObject->setCollisionFlags(collisionObject->getCollisionFlags() |
            btCollisionObject::CF_NO_CONTACT_RESPONSE);

And checking for collisions as usual.

http://gamedev.stackexchange.com/questions/43490/what-is-the-best-way-to-check-if-there-is-overlap-between-player-and-static-non

Getting more precise GhostObject results via btPairCachingGhostObject http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&t=3976

"Collision Callbacks and Triggers" http://www.bulletphysics.org/mediawiki-1.5.8/index.php?title=Collision_Callbacks_and_Triggers

Interaction of ghost objects and raycasting: http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&t=3578

Grabbing

Notes on creating nicely grab-and-pullable objects (see last post): http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&t=7857&view=next

MotionStates

"MotionStates are a way for Bullet to do all the hard work for you getting the objects being simulated into the rendering part of your program." "Bullet manages body interpolation through MotionStates." http://www.bulletphysics.org/mediawiki-1.5.8/index.php?title=MotionStates