btCollisionObject (static) vs raycast vehicle. wrong mask?
Posted: Thu Jul 10, 2014 7:35 am
hello,
i have a problem with btCollisionObject vs raycast vehicle based on VehicleDemo.
Vehicle raycast test works when i place vehicle on rigidbody with mass == 0.0. This
ground body i'm creating like this:
but when i create plane using btCollisionObject this way:
it looks like raytests ignore my collision object and collision occur with vehicle body only - not wheel rays.
Default filter and mask args of addCollisionObject() and addRigidBody(body with mass=0.0) looks same.
Missing something in btCollisionObject setup? What could be wrong please?
i have a problem with btCollisionObject vs raycast vehicle based on VehicleDemo.
Vehicle raycast test works when i place vehicle on rigidbody with mass == 0.0. This
ground body i'm creating like this:
Code: Select all
shape = new btStaticPlaneShape(btVector3(0, 0, 1), 0);
btRigidBody::btRigidBodyConstructionInfo info(0, 0, shape, btVector3(0, 0, 0));
body = new btRigidBody(info);
world->addRigidBody(body);
Code: Select all
coll = new btCollisionObject();
coll->forceActivationState(ISLAND_SLEEPING);
coll->setCollisionShape(new btStaticPlaneShape(btVector3(0, 0, 1), 0);
world->addCollisionObject(coll);
Default filter and mask args of addCollisionObject() and addRigidBody(body with mass=0.0) looks same.
Missing something in btCollisionObject setup? What could be wrong please?