Ghost objects - bulletphysics

z3a picture z3a · Mar 5, 2011 · Viewed 7k times · Source

I'm trying to implement a simple ghost object in bulletphysics, this is how I create the ghost objects:

btGhostPairCallback* ghostCall = new btGhostPairCallback();
world->getBroadphase()->getOverlappingPairCache()->setInternalGhostPairCallback(ghostCall);

btGhostObject* ghostObj = new btGhostObject();
btCollisionShape* shape = new btBoxShape(btVector3(ofGetWidth()+1000, ofGetHeight()+1000, 50));
ghostObj->setCollisionShape(shape);
btTransform trans;
trans.setIdentity();
trans.setOrigin(btVector3(0,0,-500));
ghostObj->setWorldTransform(trans);
ghostObj->setCollisionFlags( btCollisionObject::CF_NO_CONTACT_RESPONSE);
world->addCollisionObject(ghostObj,btBroadphaseProxy::SensorTrigger,btBroadphaseProxy::AllFilter & ~btBroadphaseProxy::SensorTrigger);

and this is how to try to find the collision:

btCollisionObject* obj = world->getCollisionObjectArray()[j];
btRigidBody* body = btRigidBody::upcast(obj);

    btAlignedObjectArray < btCollisionObject* > objsInsidePairCachingGhostObject;
    btAlignedObjectArray < btCollisionObject* >* pObjsInsideGhostObject = NULL;
    btGhostObject* ghost = btGhostObject::upcast(obj);

    if(ghost){
        objsInsidePairCachingGhostObject.resize(0);
        pObjsInsideGhostObject = &ghost->getOverlappingPairs();
        cout << ghost->getNumOverlappingObjects() << endl;

but I always get a response that all my world objects are in collision with the ghost object.

Anyone can help me to get a functional simple ghost object?

thanks

Answer

amireh picture amireh · Apr 19, 2011

From what little I understand of the GhostObject, you're overriding its default collision flags. Try changing this line

ghostObj->setCollisionFlags( btCollisionObject::CF_NO_CONTACT_RESPONSE);

to:

ghostObj->setCollisionFlags( ghostObj->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE);

HTH