Understanding collision shapes better

shane

20-07-2009 17:13:43

I am trying to get a better understanding of how to use the wrapper (nice job by the way, and thanks). My understanding of collision detection is you define a collision shape outside of the actual mesh that you are rendering. Once something collides with the outside collision shape, then in each frame you check to see if it collides with the mesh you are rendering.

1. is my understand of how CD works correct?
2. is this what I am suppose to do with the wrapper?

I ask this because I am going through the examples, and is looks like once the collision shape collides, then the collision takes place. Example, I make the collision size of the cube twice the size of the actual mesh, and it will float above the ground because it acts on the collision mesh and not the mesh inside of it.

By default does bullet handle collision shapes as if the mesh inside it already collided? And if we need a more precise action on that mesh then we use the NearCallBack method? I hope someone can tell me if I'm on the right track here.

Thank you for your time. :)

Shane.