I am developing a 3d physics game using cocos 2dx v-3.7rc in Visual Studio 2013 .I have created four 3d rigid bodies of sphere type.I am not getting any idea how to ignore collision between these bodies.If anybody can provde me some help it will be great.
Thanx in advance.
Thanks to Cocos2d for providing Trigger in Cocos2dx-3.8.1 
Finally I got the solution.Add below method to CCPhysics3DWorld.cpp
void Physics3DWorld::addPhysics3DObject(Physics3DObject* physicsObj, short group, short mask)
{
auto it = std::find(_objects.begin(), _objects.end(), physicsObj);
if (it == _objects.end())
{
objects.pushback(physicsObj);
physicsObj->retain();
if (physicsObj->getObjType() == Physics3DObject::PhysicsObjType::RIGID_BODY)
{
btPhyiscsWorld->addRigidBody(staticcast(physicsObj)->getRigidBody(), group,mask);
}
else if (physicsObj->getObjType() == Physics3DObject::PhysicsObjType::COLLIDER)
{
btPhyiscsWorld->addCollisionObject(staticcast(physicsObj)->getGhostObject(), group, mask);
}
_collisionCheckingFlag = true;
_needGhostPairCallbackChecking = true;
}
}
Don’t forget to add its declarations in CCPhysics3DWorld.h file
A lot of thanxs to @fury8137 .Finally its been achieved