Collision test without world transformation on insertion.

MiNiZeRo
Posts: 2
Joined: Mon Nov 08, 2010 1:38 am

Collision test without world transformation on insertion.

Post by MiNiZeRo »

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