Bullet
This time I fully delete collide.cpp, trace.cpp. All physics works through bullet. I use dynamic rigid body (capsule with AngularFactor(btVector3(0.0, 0.0, 0.0)) ) as a character. Movement implemented with SetLinearVelocity function. To eliminate overlapping room collision I add btOverlapFilterCallback and check current room of the object (engine.cpp). But I have problems:
1) How to correct implement slopes?
2) Maybe bullet character controller is better than dynamic rigid body stick?
Last edited by TeslaRus; 28-02-13 at 13:43.
Reason: I add filter to convex sweep test. One problem solved.
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