I have a problem. I use in my app. btGImpactMeshShape's, and soft bodies. I found that btGImpactMeshShape's do not collide with softBody shapes. However, if I create a bullet shape, for example Cylinder, it collides with the softBody. How can I do btGImpactMeshShape's to collide with soft bodies, anyone?
I found that there exists an algorithm: btSoftBodyConcaveCollisionAlgorithm that theoretically must do what I need, but I don't know how to use it. It is used by default in SoftBodyRigidBodyCollisionConfiguration or I must register it somehow? Coz there is no such method, like in the case of btGImpact btGImpactCollisionAlgorithm::registerAlgorithm(dispatcher);
EDIT: I see that this algorithm is used in btSoftBodyRigidBodyCollisionConfiguration. However, the concave dynamic rigid bodies can pass through the soft bodies, even if they can slightly change the position of the soft body. Is this a configuration issue, or what? How can I change so that rigid bodies not pass the soft ones and inverse?