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 avatar commented on September 27, 2024

found it,

from reactphysics3d.

DanielChappuis avatar DanielChappuis commented on September 27, 2024

found it,

What did you find exactly? Did you find an issue in your code or in the library?

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 avatar commented on September 27, 2024

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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MintPaw avatar MintPaw commented on September 27, 2024

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?

from reactphysics3d.

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