Bullet Physics does collision detection, and handle triggers. I have my own trigger system that "works" but is ugly and clunky.
Need to study the Bullet documentation. It's likely that triggers use btCollisionShape object. It's pretty easy to create box and spheres "collision shape" so this is trivial.
It's probable than the collision are handled with Rigid Bodies. Currently, in "RoomScale" mode, the player don't have any rigid-body.
The only known positions for the player is whatever part of it's body is tracked. Systematically the head, and probably the hands if he's using VR controllers.
Rigid body with "forceless" collision could be used to get the triggering information.
Bullet Physics does collision detection, and handle triggers. I have my own trigger system that "works" but is ugly and clunky.
Need to study the Bullet documentation. It's likely that triggers use
btCollisionShape
object. It's pretty easy to create box and spheres "collision shape" so this is trivial.It's probable than the collision are handled with Rigid Bodies. Currently, in "RoomScale" mode, the player don't have any rigid-body.
The only known positions for the player is whatever part of it's body is tracked. Systematically the head, and probably the hands if he's using VR controllers.
Rigid body with "forceless" collision could be used to get the triggering information.