Ghost Object collide with Soft Bodies?
Posted: Fri Oct 24, 2014 11:44 am
Hey,
I have the next objective in my project:
Doing a Character Controller and make that character being able to "bounce" on the top of a SoftBody. I'm using Bullet (obviously) and Ogre3D, but I think that this doesn't mind right now.
Right now, I have my world running, with a Kinematic Character Controller (quite similar to the one that comes with the demos) that makes use of a GhostObject to simulate the character behaviour, RigidBodies being "shot" when I press F key and a single SoftBody lying at some height.
All is working fine when I shoot RigidBodies to the SoftBody since both of them are reacting as it is intended: the SoftBody is getting deformed, and the RigiBody is bouncing on it.
Troubles comes when it refers to the main character. When I jump with the character into the SoftBody, the GhostObject (and the rendered model) are sinking into the SoftBody, ignoring the collision with it, but the SoftBody is actually reacting to the collision, being deformed.
I did some debugging and I could see that after my convexSweepTest call, my callback doesn't have any hit. Furthermore, I'm not receiving any call to the addSingleResult() function of my ClosestConvexResultCallback implementation. Does this means that convexSweepTest doesn't detect Ghost-Soft collisions? Because, obviously, this is the same method I follow to detect collisions between the character and the ground RigidBody and it's working perfectly.
Thanks in advance.
I have the next objective in my project:
Doing a Character Controller and make that character being able to "bounce" on the top of a SoftBody. I'm using Bullet (obviously) and Ogre3D, but I think that this doesn't mind right now.
Right now, I have my world running, with a Kinematic Character Controller (quite similar to the one that comes with the demos) that makes use of a GhostObject to simulate the character behaviour, RigidBodies being "shot" when I press F key and a single SoftBody lying at some height.
All is working fine when I shoot RigidBodies to the SoftBody since both of them are reacting as it is intended: the SoftBody is getting deformed, and the RigiBody is bouncing on it.
Troubles comes when it refers to the main character. When I jump with the character into the SoftBody, the GhostObject (and the rendered model) are sinking into the SoftBody, ignoring the collision with it, but the SoftBody is actually reacting to the collision, being deformed.
I did some debugging and I could see that after my convexSweepTest call, my callback doesn't have any hit. Furthermore, I'm not receiving any call to the addSingleResult() function of my ClosestConvexResultCallback implementation. Does this means that convexSweepTest doesn't detect Ghost-Soft collisions? Because, obviously, this is the same method I follow to detect collisions between the character and the ground RigidBody and it's working perfectly.
Thanks in advance.