I would like to use a more detailed collision shape for the ground in my jpct app.
Instead of a flat plane I would like to use a mesh to represent the terrain.
From the Bullet documentation:
"For static world environment, a very efficient way to represent static triangle meshes is to use a btBvhTriangleMeshShape. This collision shape builds an internal acceleration structure from a btTriangleMesh or btStridingMeshInterface."
Can some one please post some example code showing how to take an Object3D (the ground mesh) and convert it to either a "btTriangleMesh" or a "btStridingMeshInterface" so that it can be used to create the btBvhTriangleMeshShape?
Instead of a flat plane I would like to use a mesh to represent the terrain.
From the Bullet documentation:
"For static world environment, a very efficient way to represent static triangle meshes is to use a btBvhTriangleMeshShape. This collision shape builds an internal acceleration structure from a btTriangleMesh or btStridingMeshInterface."
Can some one please post some example code showing how to take an Object3D (the ground mesh) and convert it to either a "btTriangleMesh" or a "btStridingMeshInterface" so that it can be used to create the btBvhTriangleMeshShape?