Enable 32 bit Object Layer filtering #93
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looking here, is this currently hardcoded? If I want to change this to be int32 should I just be forking the repo and changing the source? I'm not really familiar with C++ but I'm assuming that Jolt lets you change that in a config file somewhere right? I also notice that this line is commented out, which appears to be the bitmasking alternative implementation to using the mapping table for collision layers. The signature asks for a uint32, does this override the objectlayers settings of 16 bit? Edit - Looking at the api documentation -
It looks we have the proper bindings, I'm just confused on how to wrangle the OBJECT_LAYER_BITS setting, and also am confused by the purpose of BroadPhaseLayerInterface and nint which is looks like I need to implement myself in order to pass to |
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Replies: 1 comment 3 replies
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Hi, But I wouldn't like to expand from ushort to uint, why do you need this? |
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I created and example with alternative filtering, take look here:
https://github.com/amerkoleci/JoltPhysicsSharp/blob/main/src/samples/HelloWorld/Samples/AlternativeCollissionFilteringSample.cs