I've got a problem with soft vs. rigid body collision detection. My world is set up like this:
A rigid body (represented by a simple cube, zero mass) acts like a sensor with following collision flag:
Code: Select all
sensor->setCollisionFlags(sensor->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE);Code: Select all
rigidBodyBullet->setCollisionFlags(rigidBodyBullet->getCollisionFlags() | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);Code: Select all
softBody->m_cfg.collisions = btSoftBody::fCollision::CL_RS + btSoftBody::fCollision::CL_SS;
this->softBody->generateClusters(0);
softBody->setCollisionFlags(softBody->getCollisionFlags() | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);
Anyone done something similar and got an idea what's my mistake here?
Thanks a lot for your help!
Greets,
Mr.Orange