I have left the PhysX library after having some trouble using the NxOgre wrapper on linux. Now I have started with Bullet and with little time I have managed to port some of my old stuff quite easily. I'm using Ogre and the BtOgre wrapper, which is a tiny little wrapper for the most elemental bullet stuff. It works perfectly although it does not implement triggers which is the next thing I need to implement to keep moving.
I read that "triggers" should be implemented with btGhostObjects cause it's the most efficient way. So, basically I have to iterate through all the overlapping pair array of every btGhostObject I have every frame?
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for (i=0 ; i<AllMyBtGhosts; i++ ){
//sample btGhostObject code from ghostObject->getOverlappingPairCache()->getOverlappingPairArray();
}Later, If I inherited my game object from the btCollisionObject, I could cast the manifold pair to it and know the "name" of the touching player, right?
I know some of these are obvious questions, I just want to be sure...