Collision filtering is an act of informing the physics engine to ignore collisions between specific types of objects. This could either be an optimization to minimize physics processing activity, or an essential component of gameplay. Either way, the mechanism to implement this in Bullet is the same, and we will explore how to implement such a system in this chapter using groups and masks
The code to implement collision filtering is absolutely trivial, but it requires a good amount of explanation before it can be fully appreciated and understood.
Continue from here using the
Chapter8_CollisionFiltering project files.
When we call the
addRigidBody() function on our world object, there is an overloaded ...