Hi,
I'm having a problem with a false collision test.
This is how it goes:
I've placed a breakpoint inside "myFilterCallback" where my logics tests if the following objects (object1 & object2) are overlapping.
The code goes something like this:
btCollisionObject object1;
btCollisionObject object2;
btDiscreteDynamicsWorld world;
object1.setWorldTransform(trans1);
object2.setWorldTransform(trans2);
world->getPairCache()->setOverlapFilterCallback(myFilterCallback);
world.addCollisionObject(object1);
world.addCollisionObject(object2); <-- it breaks inside this line!
I know for sure that they're not overlapping at this stage.
When i turn on my bullet debug drawer, just before the first "stepSimulation", i do see that they're overlapping.
At the first "stepSimulation" they are getting to their right places.
Is it a bug or that i'm doing something wrong?
Thanks,
Amir
Collision test without world transformation on insertion.
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- Posts: 2
- Joined: Mon Nov 08, 2010 1:38 am