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Static RigidBody Collision objects

Posted: Wed Jan 07, 2015 10:11 pm
by kevindefinit
Hello,

I'm brand new to Bullet Physics! I'm trying to build a voxel collision engine, where I have a set of static voxels placed arbitrarily around a 3d space. As moving particles collide with a given voxel, I want the voxel to turn the same color as the collided particle.

So far I'm able to detect a collision, but I'm not sure if I'm implementing my RigidBody objects (the voxel) properly since they are kinematic and fall to the ground with gravity (see attached screenshot). I would like for these voxels to hover over the ground, similar to how bricks in Mario work. If there is an example tutorial or some code snippet someone can point me to that would be amazing! Thanks in advance!

Re: Static RigidBody Collision objects

Posted: Thu Jan 08, 2015 2:06 pm
by kevindefinit
After further investigation, I realize that initializing rigid objects with a mass of 0 will prevent them from moving with gravity (whoops!). But it leaves me wondering, is it common to assign btCollisionObjects and shapes without needing a rigid or soft body object as well? Sorry for all the dumb questions :)

Re: Static RigidBody Collision objects

Posted: Thu Jan 08, 2015 2:55 pm
by xexuxjy
It's useful for doing simple things like collision detection only (if you don't necessarily want the resolution), or for ghost objects for trigger areas and so on.