1) I'm trying to code a simple rpg game, using bullet as physics engine and ogre3d as the graphics engine. Suppose that the user's hand mesh is represented by a simple sphere collision shape. Hand is used to manipulate objects by the way.
2) I update the position of the hand from keyboard using graphics engine. The sphere collision shape position/orientation is updated as
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mpDynamicWorld->mUserHandRigidBody->setWorldTransform(
btTransform(BtOgre::Convert::toBullet(oriHand),
BtOgre::Convert::toBullet((posHand) / OGRE_BULLET_METRIC_MULTIPLIER)));
3) Problem is whether the sphere is defined as static (with 0 mass) or not I cannot get a collision response when colliding with a box collision shape of another object. When the mass is not 0, I noticed that collision occurs between trimesh or compounds but this time, because of the forces generated the orientation and position of the hand changes which I do not want. I also tried making it as KINEMATIC_OBJECT.
4) What might be the problem? And, what should be the way that I must follow, in order to create a hand and its collision shape that will update its pos/ori via graphics engine and interact with other objects.
Regards,
Ugras