Adding CollisionObjects After Static Geometry Breaks
Posted: Tue Aug 25, 2015 9:30 am
I am using only the collision detection parts of Bullet.
I am adding static geometry to the collision world by building an array of triangle shapes using btTriangleShape, with each triangle having its own btCollisionObject.
Physical entities are added to the collision world by creating a btCapsuleShape, each having its own btCollisionObject.
I've noticed the most peculiar thing: if I add the entities to the scene first, everything works fine. However, if I load in the static geometry of the world first, collision detection just breaks completely! What I can observe when this happens is things just start falling through the floor. Has anyone ever experienced something like this? Any insight into what I might be doing wrong?
I am adding static geometry to the collision world by building an array of triangle shapes using btTriangleShape, with each triangle having its own btCollisionObject.
Physical entities are added to the collision world by creating a btCapsuleShape, each having its own btCollisionObject.
I've noticed the most peculiar thing: if I add the entities to the scene first, everything works fine. However, if I load in the static geometry of the world first, collision detection just breaks completely! What I can observe when this happens is things just start falling through the floor. Has anyone ever experienced something like this? Any insight into what I might be doing wrong?