Hi,
I'm using a custom collision filtering callback (btOverlapFilterCallback) as described here http://bulletphysics.org/mediawiki-1.5. ... _Filtering.
I don't use the standard group/mask mechanism anymore, and it works well with the rigid bodies, but I have a problem with the character controller.
It appears that the controller uses raycast, and that the raycast uses standard group/mask mechanism without any option to override it (in btCollisionWorld.h, the ConvexResultCallback struct).
So during the broadphase collision filtering, the collision filtering result is "collide", but during the raycast, the result is "don't collide", because the group and mask values are now inconsistent for the standard filtering system.
So:
- Is there a good reason not to have the option to override the collision filtering callback for the raycast?
- If this is not the case, I think it would be great to have the same custom callback used everywhere there's a collision filtering test (I'll probably begin to modify the code to do so).
Has anyone already encountered this problem before?
Thanks!