Collision Filtering with contactTest
Posted: Tue Mar 13, 2018 6:04 pm
Hello,
I'm using bullet physics strictly for collision detection. So far it's working out great.
I have my btCollisionWorld, I add btCollisionObjects with their various btCollisionShapes. Each frame I call btCollisionWorld::updateAabbs and when I need to I query against them using btCollisionWorld::contactTest along with my impl of btCollisionWorld::ContactResultCallback.
I'm now at the point where I need to incorporate collision filtering (http://www.bulletphysics.org/mediawiki- ... _Filtering).
I've created my bit groups and masks and supply them when I call btCollisionWorld::addCollisionObject. However, there doesn't seem to be any way to provide the bit group / masks to btCollisionWorld::contactTest.
Is there a way to utilize collision bit filters when using the btCollisionWorld::contactTest method? If so, how would I go about doing so, and if not, could any suggest the next best approach.
Thanks
I'm using bullet physics strictly for collision detection. So far it's working out great.
I have my btCollisionWorld, I add btCollisionObjects with their various btCollisionShapes. Each frame I call btCollisionWorld::updateAabbs and when I need to I query against them using btCollisionWorld::contactTest along with my impl of btCollisionWorld::ContactResultCallback.
I'm now at the point where I need to incorporate collision filtering (http://www.bulletphysics.org/mediawiki- ... _Filtering).
I've created my bit groups and masks and supply them when I call btCollisionWorld::addCollisionObject. However, there doesn't seem to be any way to provide the bit group / masks to btCollisionWorld::contactTest.
Is there a way to utilize collision bit filters when using the btCollisionWorld::contactTest method? If so, how would I go about doing so, and if not, could any suggest the next best approach.
Thanks