Wrapper related, trigger implementation quick questions.

toglia
Posts: 12
Joined: Mon May 10, 2010 1:59 am

Wrapper related, trigger implementation quick questions.

Post by toglia »

Hi, well this is my very first post! :D

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?

Code: Select all

for (i=0 ; i<AllMyBtGhosts; i++ ){
	//sample btGhostObject code from ghostObject->getOverlappingPairCache()->getOverlappingPairArray();
}
Is that Ok?

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...