Hey guys,
Currently I am trying to skip collision resolution for certain groups of objects so that groups can send collision event but do not push each other out.
Right now I can get objects to ghost objects using btRigidBody_->setCollisionFlags(btRigidBody_->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE);
I also have collision groups using bit mask but those totally ignore collision resolution and detection. I still want the detection part.
Any advice or can anyone lead me in the right direction?
Thanks,
Kevin
Collision Resolution Skipping
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- Posts: 50
- Joined: Thu Mar 24, 2016 10:22 am
- Location: France
Re: Collision Resolution Skipping
Hi,
I remember having this problem and then I used only btCollisionObject::CF_NO_CONTACT_RESPONSE as collision flag to make it work.
But I used btGhostObject, not btRigidBody for this.
Could you try ?
I remember having this problem and then I used only btCollisionObject::CF_NO_CONTACT_RESPONSE as collision flag to make it work.
But I used btGhostObject, not btRigidBody for this.
Could you try ?
Code: Select all
btGhostObject * pGhostObject = new btGhostObject();
pGhostObject ->setCollisionShape(pShape);
pGhostObject ->setCollisionFlags(btCollisionObject::CF_NO_CONTACT_RESPONSE);
pGhostObject ->setWorldTransform(transfo);
m_pWorld->addCollisionObject(pGhostObject , group, mask);