I made an app with Ogre3D, having already spawned bullet’s objects, all I need for now is to detect collisions between objects.
I looked at the CollisionInterfaceDemo demo, and it doesn’t really match with my needs.
What are the required steps to detect collisions between let us say 3 spheres, only to know if it collides (I don’t care about the point of collision) ?
I only know that I can move an CollisionObject by setting its transform.
If you’re using Bullet there are several demos you can look at to get you going.
But basically, here’s the rundown (much of this is taken from their examples):
In your header or where ever your physics system is:
First (initialization):
Each frame (this usually goes in an Update function):
Add a sphere (the pointer is just returned to make access easier after creation):
And that’s about it!
To reiterate:
Bullet will take care of the collisions for you. If you need some way to have functionality done when a collision happens, I believe you can assign a custom callback as the collision behavior that will happen.
http://bulletphysics.com/Bullet/BulletFull/
detecting and responding to collisions with bullet:
http://www.bulletphysics.org/mediawiki-1.5.8/index.php?title=Collision_Callbacks_and_Triggers
Hope this helps!