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btTriangleMesh *mTriMesh = new btTriangleMesh();
btVector3 v0(-1,0,-1);
btVector3 v1(0,0,2);
btVector3 v2(1,0,-1);
mTriMesh->addTriangle(v0,v1,v2);
btVector3 v3(-1,0,-1);
btVector3 v4(0,0,2);
btVector3 v5(1,1,0);
mTriMesh->addTriangle(v3,v4,v5);
btCollisionShape *colShape = new btBvhTriangleMeshShape(mTriMesh,true);
(I know the rest of my code is working, because if I use a box primitive, it stops at ground level).
Is it normal the btBvhTriangleMeshShape does not detect ground ?
When reading the btBvhTriangleMeshShapedefinition, it states "is a static-triangle mesh shape, it can only be used for fixed/non-moving objects", does static mean that the objects are not moving at all (hence unable to fall) or does it mean that I should not have an external factor influencing the object movement ?
Thanks !