Comments (4)
found it,
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found it,
What did you find exactly? Did you find an issue in your code or in the library?
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Well, I think it was an issue with trying to use higher 0x00 numbers. Enum (I believe) defaults to an Unsigned 32 bit number, and I see that RP3D expects Unsigned short, although I thought that the cast would work. Anyway, I just declare my collision categories like this and it worked:
static const U16 TEAM_0_ACTOR_COLLISION_CATEGORY = 256;
static const U16 TEAM_1_ACTOR_COLLISION_CATEGORY = 512;
static const U16 TEAM_2_ACTOR_COLLISION_CATEGORY = 1024;
static const U16 TEAM_3_ACTOR_COLLISION_CATEGORY = 2048;
static const U16 TEAM_4_ACTOR_COLLISION_CATEGORY = 4096;
static const U16 TEAM_5_ACTOR_COLLISION_CATEGORY = 8192;
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I'm guessing this feature isn't well tested because it's not often used. But this collision filtering seems totally broken in my application. I can't prevent collisions between spheres/boxes and triangle meshes, even if I set collider->setCollideWithMaskBits(0);
every frame.
It does work if you set the bits to 0 on the first frame, but if you wait and set it later, it doesn't work. Is this the intended behavior?
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Related Issues (20)
- 0.10.0 - Raycasting gives incorrect results for HeightFieldShape when scaling factor is applied HOT 2
- Child somewhat-static collision shape HOT 1
- Ticking different objects at different rates HOT 1
- v0.10.0: Assertion Failed in NarrowPhaseInfoBatch::addContactPoint() HOT 2
- Why is the collision not happening how I think it should? HOT 3
- 0.10.0 - createConvexMeshShape example provided in manual doesn't work HOT 4
- find mistake in code HOT 2
- Rigid bodies without colliders escape from joint with a rigid body with collider. HOT 2
- ConvexMeshShape issue (assert) HOT 1
- Failed assertion in OverlappingPairs::setNeedToTestOverlap in v0.10.1 HOT 2
- Is there any way to get angular rotation relative to an object?
- continuous collision detection
- vehicle dynamics support
- soft body support
- more collision shapes
- adding impulses
- boyancy calculation HOT 1
- character controllers HOT 3
- Trigger Collider are active when added to an inactive RigidBody HOT 2
- Constant SIGTRAP in the MemoryManager destructor only on windows
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