Hi,
Let's consider the following case: rigid body A is linked to B using a PointToPoint constraint, B is linked to C using another PointToPoint constraint.
Bullet easily allow to ignore collision between A & B, and between B & C.
I am trying to figure out what would be the cleanest method to ignore the collision between A & C as well.
One method would be to call btRigidBody::addConstraintRef(), which is the method actually used by bullet internally. However, this means I would have to maintain a list constraint->body to handle the situations where one constraint would be deleted from the world.
Would there be an easiest/cleanest solution ?
Thanks for your help !
ignore collisions between a chain of constrained bodies
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gjaegy
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Erwin Coumans
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Re: ignore collisions between a chain of constrained bodies
Currently, the easiest/cleanest solution is to derive your own version of a btCollisionDispatcher and derive the 'needsCollision' and/or 'needsResponse' method.
See also http://bulletphysics.org/mediawiki-1.5. ... _Filtering at the bottom of the page,
or this recent thread: http://bulletphysics.org/Bullet/phpBB3/ ... f=9&t=4853
Thanks,
Erwin
See also http://bulletphysics.org/mediawiki-1.5. ... _Filtering at the bottom of the page,
or this recent thread: http://bulletphysics.org/Bullet/phpBB3/ ... f=9&t=4853
Thanks,
Erwin
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gjaegy
- Posts: 178
- Joined: Fri Apr 18, 2008 2:20 pm
Re: ignore collisions between a chain of constrained bodies
Thanks Erwin, I thought there were other ways when objects were chained 
This will do the job !
This will do the job !