Hello everyone,
I'm still trying to get a handle on Bullet, but it's coming along... I have a question - how can I change the collisionGroup & collisionMask filters AFTER a collision object has been added to a simulation world? I know how to do it via addCollisionObject() but was wondering how to do it after the object has already been added...?
EDIT : never mind, I see that the members are public.. duh.
Chaster
Changing CollisionGroup & collisionMask... [solved]
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Re: Changing CollisionGroup & collisionMask... [solved]
Actually, if you want to change the collisionGroup/Mask AFTER you added the collision object:Chaster wrote:Hello everyone,
I'm still trying to get a handle on Bullet, but it's coming along... I have a question - how can I change the collisionGroup & collisionMask filters AFTER a collision object has been added to a simulation world? I know how to do it via addCollisionObject() but was wondering how to do it after the object has already been added...?
EDIT : never mind, I see that the members are public.. duh.
Chaster
you should remove the object, set the collisionGroup/Mask, and add them again. Otherwise the pairs might not be updated correctly.
Hope this helps,
Erwin
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Re: Changing CollisionGroup & collisionMask... [solved]
Ah, thank you for the tip Erwin. I was just about to post a question about why sometimes the collisionGroup and CollisionMask was used correctly, and sometimes not, but you just answered it.
Many thanks,
Eric
Many thanks,
Eric