Hello everyone, i´m new on Bullet and i´ve an problem.
I´m using masks for Collision filtering of rigid bodies, no problems with that. But when i add a softbody in the world i don´t know how to add a mask to this new object. Therefore he doesn´t collides with anything. Can someone enlighten me in this subject? There is a way to continue using masks for my rigid bodies and add a softbody?
SoftBody Collision Group
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Re: SoftBody Collision Group
We are the same PaladaEX. I am also new to Bullet and I am still wondering a lot of things about it. I am hoping that someone could answer your question.
Pret immobilier
Pret immobilier
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Re: SoftBody Collision Group
The latest Bullet 2.75 RC6 supports collision masks for soft bodies, as optional arguments:
Hope this helps,
Erwin
Code: Select all
void addSoftBody(btSoftBody* body,short int collisionFilterGroup=btBroadphaseProxy::DefaultFilter,short int collisionFilterMask=btBroadphaseProxy::AllFilter);
Erwin
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Re: SoftBody Collision Group
Greetings,
I noticed this method was missing in the 2.74 area and added it myself. Is there more code behind the scenes than just adding it with the flags though? Diffing through the soft body files I didnt come across anything. I'm hesitant to update to the RC since we have a lot of custom code throughout.
Thanks
I noticed this method was missing in the 2.74 area and added it myself. Is there more code behind the scenes than just adding it with the flags though? Diffing through the soft body files I didnt come across anything. I'm hesitant to update to the RC since we have a lot of custom code throughout.
Thanks
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Re: SoftBody Collision Group
Also I noticed in the cloth demo :
///register some softbody collision algorithms on top of the default btDefaultCollisionConfiguration
m_collisionConfiguration = new btSoftBodyRigidBodyCollisionConfiguration();
m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
m_softBodyWorldInfo.m_dispatcher = m_dispatcher;
////////////////////////////
///Register softbody versus softbody collision algorithm
///Register softbody versus rigidbody collision algorithm
Are these last comments like a todo on our part?
///register some softbody collision algorithms on top of the default btDefaultCollisionConfiguration
m_collisionConfiguration = new btSoftBodyRigidBodyCollisionConfiguration();
m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
m_softBodyWorldInfo.m_dispatcher = m_dispatcher;
////////////////////////////
///Register softbody versus softbody collision algorithm
///Register softbody versus rigidbody collision algorithm
Are these last comments like a todo on our part?
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Re: SoftBody Collision Group
Well, found my problem. We have custom collision algo overrides, and when upgrading to include the soft body stuff, I forgot to change out the overrides. Thus in runtime it couldnt find the virtual.