I have a physical object that can contain other physical objects inside and then it shouldn't collide with (only) those objects. So I derived a btCollisionDispatcher's descendant to filter those collisions. It worked fine in the project... But doesn't do now. Here it looks like:
Code: Select all
theBulletCollisionConfiguration = new btDefaultCollisionConfiguration();
theBulletCollisionDispatcher = new DerivedCollisionDispatcher(theBulletCollisionConfiguration);
btGImpactCollisionAlgorithm::registerAlgorithm(theBulletCollisionDispatcher);
btVector3 worldMin(-1000, -1000, -1000);
btVector3 worldMax(1000, 1000, 1000);
theBulletBroadphase = new btAxisSweep3(worldMin, worldMax);
theBulletConstraintSolver = new btSequentialImpulseConstraintSolver();
theBulletWorld = new btDiscreteDynamicsWorld(theBulletCollisionDispatcher,
theBulletBroadphase,
theBulletConstraintSolver,
theBulletCollisionConfiguration);