Hi.
We have a world that has an important number of Ghosts and relatively complex collision primitives ( Static floors etc..)
For performances reasons, we had to deactivate the collision of Ghosts and Static object ( via the broadphase filter mechanism).
At some point in the game we need to evaluate if a given Ghosts collisions with (*any*) static object.
So basically we want to generate all collision pairs with the given ghost and calculate the contact points without stepping the whole physics world.
Is this possible ?
Lazy evaluation of collisions
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Re: Lazy evaluation of collisions
The btGhostObject can already perform on-demand collision detection, check out the Bullet/Demos/CharacterDemo.
If you switch collision filter flags, you first need to remove the object from the world, change flags, and re-insert it.
Hope this helps,
Erwin
If you switch collision filter flags, you first need to remove the object from the world, change flags, and re-insert it.
Hope this helps,
Erwin