OgreBullet Trimesh

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baggyn
Posts: 1
Joined: Mon Nov 28, 2011 12:55 pm

OgreBullet Trimesh

Post by baggyn »

I'm using Ogre and Bullet for a project and I currently have a first person camera set up with a Capsule Collision Shape. I've created a model of a cave (which will serve as the main part of the level) and imported it into my game. I'm now trying to create an OgreBulletCollisions::TriangleMeshCollisionShape of the cave.

The code I've got so far is this but it isn't working. It compiles but the Capsule shape passes straight through the cave shape. Also I have debug outlines on and there are none being drawn around the cave mesh.

Code: Select all

Entity *cave = mSceneMgr->createEntitya("Cave", "pCube1.mesh");

SceneNode *caveNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
caveNode->setPosition(0, 10, 250);
caveNode->setScale(10, 10, 10);
caveNode->rotate(Quaternion(0.5, 0.5, -0.5, 0.5));
caveNode->attachObject(cave);

OgreBulletCollisions::StaticMeshToShapeConverter *smtsc = new OgreBulletCollisions::StaticMeshToShapeConverter();
smtsc->addEntity(cave);

OgreBulletCollisions::TriangleMeshCollisionShape *tri = smtsc->createTrimesh();

OgreBulletDynamics::RigidBody *caveBody = new OgreBulletDynamics::RigidBody("cave", mWorld);
caveBody->setStaticShape(tri, 0.1, 0.8);

mShapes.push_back(tri);
mBodies.push_back(caveBody);
Any suggestions are welcome.

It compiles but the Capsule shape passes straight through the cave shape. Also I have debug outlines on and there are none being drawn around the cave mesh