What's the best way to go about creating a invisible collision volume for say a trigger system? Should i add a kinematic rigid body to the world (with response turned off), or just a basic collision object?
I tried adding a collision object to my world like this:
Code: Select all
btCollisionObject *Object;
Object = new btCollisionObject();
btBoxShape *Box = new btBoxShape(btVector3(1, 1, 1));
Object->setCollisionShape(Box);
World->addCollisionObject(Object);
But it crashes inside btDiscreteDynamicsWorld::saveKinematicState after the update.
any ideas?
Thanks