Hello i would like to know why you removed Collision Filter like CollisionCategory = Cat1 | Cat2.
The new system CollisionRules.AddRule is less easy, because for each added entity we need to browse all entities to add specific rule, or i used it wrong?
Thank you.
Removed collision filter
Re: Removed collision filter
The CollisionRules.AddRule method defines a 'specific' rule. Specific rules are just one of the three default approaches to controlling collision rules. There are specific rules, personal rules, and group rules.
The specific rules should be used when you want to define exceptions to the more general personal and group rules. For example, you might define specific rules between parts of an articulated machine or ragdoll. By default, if a specific rule exists, it overrides any other rules.
Personal rules are used when a single object should define its own collision rule. This is overridden by any specific rules, and overrides any group rules.
Group rules define the high level interaction between groups of collidables. For example, by default, there are two groups in a simulation- the dynamic entity group, and the kinematic/static group. The dynamic group has no rules specifically defined, but the kinematic/static group has a rule defined with itself to prevent kinematics and statics from generating contacts with other kinematics and statics.
If no rule is defined by any of the three stages, a configurable default collision rule is used.
You can find additional information about the collision rules system here: http://bepuphysics.codeplex.com/wikipag ... umentation
As noted in the documentation, you can change the collision rule callback to whatever you want to perform custom filtering.
I wouldn't exactly call this system 'new'; it's been around since v0.10.0
The specific rules should be used when you want to define exceptions to the more general personal and group rules. For example, you might define specific rules between parts of an articulated machine or ragdoll. By default, if a specific rule exists, it overrides any other rules.
Personal rules are used when a single object should define its own collision rule. This is overridden by any specific rules, and overrides any group rules.
Group rules define the high level interaction between groups of collidables. For example, by default, there are two groups in a simulation- the dynamic entity group, and the kinematic/static group. The dynamic group has no rules specifically defined, but the kinematic/static group has a rule defined with itself to prevent kinematics and statics from generating contacts with other kinematics and statics.
If no rule is defined by any of the three stages, a configurable default collision rule is used.
You can find additional information about the collision rules system here: http://bepuphysics.codeplex.com/wikipag ... umentation
As noted in the documentation, you can change the collision rule callback to whatever you want to perform custom filtering.
I wouldn't exactly call this system 'new'; it's been around since v0.10.0
