Open gregmax17 opened 7 years ago
Hi, what I think you need is to be able to disable the contacts just before they are solved. At the moment I don’t think it’s possible (unless you monkey patch world.solver.solve()). In p2.js I added an event to the World called “preSolve” which would be useful here. I don’t think preStep would work since it is called after solve, and you need to do your stuff just before.
You can also try "CollisionFilterMask" and "collisionfiltergroup" Read this. Its easy to understand https://github.com/schteppe/cannon.js/blob/master/demos/collisionFilter.html
I'm trying to get collisions to ignore one another while getting the
collide
callback.I have a plane and 2 sphere bodies on top of it. When I have one of the sphere bodies collide with the other, I would like no collision response from the 2 sphere bodies, while getting a
collide
callback (I can't use thecollisionResponse
property because the spheres will then fall through the plane). When I set a group and mask on them it works, but again there is no callback.Is there perhaps another way to do this? Can I use the world's preStep and postStep callbacks to get the collisions/contacts and disable them, or something?