I'm trying to get btStaticPlaneShape to work with the Houdini plugin. I've got it working at origin, but I can't move or rotate it. Is this even possible? To get it working, I'm using setEuler() to change the XYZ rotation settings from Houdini into Quaternions (variable 'qtn'), and passing that into the ground's btTransform. Does this look right?
btRigidBody* groundRigidBody = new btRigidBody(groundRigidBodyCI);
btTransform tr; tr.setIdenty();
// set your own transform here
groundRigidBody->setWorldTransform(tr);
state->m_dynamicsWorld->addRigidBody(groundRigidBody);
Ground plane now works in the houdini plugin. I realized I was trying to circumvent how bullet shapes were being created via the plugin, and it was really easy to implement when I wasn't trying to redo all of the work myself.