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,
filter out collision based on triangle material
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Re: filter out collision based on triangle material
I'd guess that the contact added callback is what you want. I believe it's mentioned on the wiki.
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- Posts: 6
- Joined: Wed Aug 05, 2009 2:21 am
- Location: Montreal
Re: filter out collision based on triangle material
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...