Is that possible to create a RigidBody with a mass and inertia but without a collision object attached to it ? This is so we can disable collision on selected rigid bodies without the overhead of conducting broad/narrow phase of collision objects ? I know that we can achieve this effect with collision filters but there is possibly overhead doing that.
An extension to the above question is if we can create btMultiBody and btMultiBodyLinks without collider objects on them ?
Can we create a RigidBody without a CollisionObject ?
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Re: Can we create a RigidBody without a CollisionObject ?
Try passing 'NULL' or 'nullptr' and see what happens?