Hey all,
I would like to replace a static graphical model with a physics-based representation at runtime based on context (i.e., if the player is going to run into a wall, replace the static geometry with a physics wall made of bricks).
The key is that I do not want the rigid bodies to be activated unless the player or something else makes contact. Otherwise, the wall will crumble before the player collides with it. How can I create rigid bodies that are initially deactivated? Can I simply set the deactivation time? If I create several bodies and they overlap slightly, will that cause them to collide and become activated on the next update loop?
Thanks for your help.
Create several rigid bodies that are disabled at the start
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Re: Create several rigid bodies that are disabled at the start
Is ...
btRigidBody::setActivationState( ISLAND_SLEEPING );
.. what you are looking for?
btRigidBody::setActivationState( ISLAND_SLEEPING );
.. what you are looking for?
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- Posts: 25
- Joined: Thu Dec 20, 2007 4:03 am
Re: Create several rigid bodies that are disabled at the start
My concern is that the rigid bodies are brand new, so I don't know if they are even part of islands at this point.mp-nico wrote:Is ...
btRigidBody::setActivationState( ISLAND_SLEEPING );
.. what you are looking for?
I'll try setting that and see what happens.
I suppose if worst comes to worst, I could run the physics update loop one time and then set them to sleep.