
So far I used this, but I was wondering if I should consider it to make a really big map later on:
Code: Select all
BtOgre::StaticMeshToShapeConverter converter(ent);
btBvhTriangleMeshShape* colshape = converter.createTrimesh();
btTransform transform;
transform.setIdentity();
btRigidBody* body = new btRigidBody(0, new btDefaultMotionState(), colshape);
body->setWorldTransform(transform);
body->setLinearFactor(btVector3(0, 0, 0));
body->setAngularFactor(btVector3(0, 0, 0));
Physics::getSingleton()->getWorld()->addRigidBody(body);