Hello,
I'm trying to figure how to set up collision groups so that the object wouldn't collide with itself. I tried following code:
Code: Select all
mCollisionWorld->addCollisionObject(mGhostObject, btBroadphaseProxy::CharacterFilter, -1 ^ btBroadphaseProxy::CharacterFilter);
I thought second parameter is object's collision group, and third parameter is what this object can collide with. Therefore I set second parameter to CharacterFilter, and third is everything but CharacterFilter, however
CollisionWorld->convexSweepTest() still causes my object to collide with itself (I used default
btCollisionWorld::ClosestConvexResultCallback callback).
Maybe anyone could explain to me how collision groups work? Thank you in advance.