issue with raycast vehicle and collision filtering (mask)
Posted: Wed Sep 08, 2010 8:11 am
Hi,
I have added some collision filtering to the engine, in order to avoid some collision between trees and terrain.
So, I use two groups:
world: 0x0001
entities: 0x0010
I create the world collision shapes as follow (they can only collide with the entities):
group : 0x0001
mask : 0x0010
I create the entities as follow (they can collide with the world and with the other entities):
group: 0x0010
mask: 0x0010 | 0x0001 = 0x0011
Now, when I add a btRayCastVehicle using the entities scheme (which should collide with both the world and the other entities), the wheels are not colliding with the ground anymore (the fall through the ground), while the chassis shape still collides with the ground.
Therefore, I would think that the ray trace operation doesn't use the group/mask properly.
Has anybody experienced a similar issue ?
Thanks for your help !!
I have added some collision filtering to the engine, in order to avoid some collision between trees and terrain.
So, I use two groups:
world: 0x0001
entities: 0x0010
I create the world collision shapes as follow (they can only collide with the entities):
group : 0x0001
mask : 0x0010
I create the entities as follow (they can collide with the world and with the other entities):
group: 0x0010
mask: 0x0010 | 0x0001 = 0x0011
Now, when I add a btRayCastVehicle using the entities scheme (which should collide with both the world and the other entities), the wheels are not colliding with the ground anymore (the fall through the ground), while the chassis shape still collides with the ground.
Therefore, I would think that the ray trace operation doesn't use the group/mask properly.
Has anybody experienced a similar issue ?
Thanks for your help !!