I feel like I am doing things improperly, so I am experiencing poor performance with bullet. I'm using the irrBullet wrapper to use bullet, but I am having difficulties loading the default quake mesh into bullet properly (or so I have read). It works if I use
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IGImpactMeshShape*
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IBvhTriangleMeshShape * shape = new IBvhTriangleMeshShape(getLevelSceneNode(),
getLevelMesh()->getMesh(0), 0.0);
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IGImpactMeshShape * shape = new IGImpactMeshShape(getNPCNode(),
getNPCNode()->getMesh()->getMesh(0), 1.0);
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ICollisionShape * shape = new IBoxShape(getNPCNode(), 1.0, false);
Anyone have any ideas? Thanks.
-RageD
P.S.
That block of code in btTriangleMeshShape.cpp reads (line 188 is the assert):
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void btTriangleMeshShape::calculateLocalInertia(btScalar mass,btVector3& inertia) const
{
(void)mass;
//moving concave objects not supported
btAssert(0);
inertia.setValue(btScalar(0.),btScalar(0.),btScalar(0.));
}