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PostPosted: Sun May 27, 2007 12:19 am 
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Joined: Fri May 11, 2007 7:06 am
Posts: 16
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:
   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


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