added basic collision filtering, in broadphase. more advanced collision filtering should happen in CollisionDispatch::NeedsCollision

fixed CcdPhysicsDemo: don't pick static objects, it create a point 2 point constraint, which assert in jacobian generation
This commit is contained in:
ejcoumans
2006-06-25 19:36:50 +00:00
parent 8376da46a6
commit c8a0c95195
12 changed files with 106 additions and 26 deletions

View File

@@ -112,7 +112,7 @@ void CollisionWorld::StoreIslandActivationState()
void CollisionWorld::AddCollisionObject(CollisionObject* collisionObject)
void CollisionWorld::AddCollisionObject(CollisionObject* collisionObject,short int collisionFilterGroup,short int collisionFilterMask)
{
m_collisionObjects.push_back(collisionObject);
@@ -128,7 +128,9 @@ void CollisionWorld::AddCollisionObject(CollisionObject* collisionObject)
minAabb,
maxAabb,
type,
collisionObject
collisionObject,
collisionFilterGroup,
collisionFilterMask
);

View File

@@ -201,7 +201,7 @@ public:
void RayTest(const SimdVector3& rayFromWorld, const SimdVector3& rayToWorld, RayResultCallback& resultCallback);
void AddCollisionObject(CollisionObject* collisionObject);
void AddCollisionObject(CollisionObject* collisionObject,short int collisionFilterGroup=1,short int collisionFilterMask=1);
CollisionObjectArray& GetCollisionObjectArray()
{