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Yes, this is what the GroupFilter virtual interface is for. Each body has a CollisionGroup (which contains a GroupFilter reference). The Collision group has 64 bits of custom data and you can use that in the GroupFilter::CanCollide function to determine if two objects should collide. An example implementation is GroupFilterTable and an example of how to use it in the case of ragdolls can be found in RagdollSettings::DisableParentChildCollisions. |
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Is there (or could there be) a good way to disable collisions between two specific objects? We've been doing this in several cases, like when an object attaches itself to another one. It was easier to have both objects keep their physics bodies instead of merging them into a combined one, and potentially separating them again later.
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