filter out collision based on triangle material

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orange
Posts: 6
Joined: Wed Aug 05, 2009 2:21 am
Location: Montreal

filter out collision based on triangle material

Post by orange »

How can I filter out collisions based on triangle information ?
With ray casts, I use the m_triangleIndex in the LocalRayResult, but for the other world collisions, all I can find is the "nearCallback" I can set on the dispatcher, but it doesn't recieve the triangle index.

Thanks,
sparkprime
Posts: 508
Joined: Fri May 30, 2008 2:51 am
Location: Ossining, New York

Re: filter out collision based on triangle material

Post by sparkprime »

I'd guess that the contact added callback is what you want. I believe it's mentioned on the wiki.
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orange
Posts: 6
Joined: Wed Aug 05, 2009 2:21 am
Location: Montreal

Re: filter out collision based on triangle material

Post by orange »

From what I can see Contact Added callback allows you to change the contact point, but not to reject it, it's already added to the manifold. I ended up adding a similar callback, but returning true or false to accept/reject the contact point. I added right before it's added to the manifold. It suits my needs until I find a better way to do it...