How to convert an Ogre::Mesh

Thrakbad

18-12-2010 13:09:22

I just started with OgreBullet and looked at the tutorials in the wiki. Now I want to convert a mesh from Ogre to a body in OgreBullet.
As I understood it, I have to create a scene node and entity in Ogre as normal, then I have to get the collision shape from the mesh data and then create a rigid body with the collision shape and scene node, is that correct?
How do I convert the mesh data to a collision shape? It seems every example I found so far only deals wth boxes, which doesn't help me.

Fish

19-12-2010 04:49:35

You might want to read the Bullet Wiki before getting too far along to make sure you have all of the fundamentals (I'm not implying anything, just suggesting). It's better to approximate your mesh using generic primitives like boxes, spheres, cylinders, and cones unless the object is static. Static (unmovable) physics objects can be made from an arbitrary mesh and used without significant performance implications.

- Fish

Thrakbad

19-12-2010 10:17:35

Yeah, I die just that and found what I needed :-)