Hi! I'm Bruno, new here.
I'm having trouble setting up filters for my Character Controller to interact with other elements.
filterData.word0 = FilterGroup::ePLAYER;
filterData.word1 = FilterGroup::eENEMYALIVE | FilterGroup::eBULLETS;
controllerFilters.mFilterCallback = NULL;
controllerFilters.mFilterData = &filterData;
controllerFilters.mFilterFlags = physx::PxQueryFlag::eSTATIC | physx::PxQueryFlag::eDYNAMIC;
Then, in move() function
physx::PxControllerCollisionFlags collisionFlags = capsuleController->move(
Physics.XMVECTORToPxVec3(gravityVector),
0.01f,
physx::PxF32(elapsed),
controllerFilters,
NULL);
As you can see I'm using a capsule controler.
My scene (meaning the wall, ground and ceilling) is a PxRigidStatic which shape is made from a vertex and an index array.
So far so good. Problem comes when I run It and character controller wont collide with the scene, so it falls to the infinite.
My question is, should I build some kind of filter on the scene side to controll the collision so It happends?
Any answer will be apreciated
Thanks