I also try to use only iRigidBody instead
iDynamicsSystemCollider...but seem that if I use
only iRigidBody (for collision detection with the rest of the world)
all is tremendly slow!



2009/1/5 Alessandro Verona <[email protected]>

> Hey Infinity,
> Seem that I cannot have a meshwrapper variable here...
> (according with documentation)
> http://www.crystalspace3d.org/docs/online/api/structiDynamicsSystemCollider.html
>
> So should I implement this by my self?
>
> Alessandro Verona
>
> 2009/1/4 infinity <[email protected]>
>
> I see, I thought it was the other.
>> You have a child class of ColliderCollisionCallback right? Can you have
>> a meshwrapper variable there? I don't see another way.
>>
>>
>> Alessandro Verona wrote:
>> > yea this can work for otherbody,
>> > but for *iDynamicsSystemCollider *thiscollider *cannot work... :(
>> >
>> >
>> > 2009/1/3 infinity <[email protected]
>> > <mailto:[email protected]>>
>> >
>> >     *otherbody->*GetAttachedMesh
>> >     
>> > <cid:[email protected]<cid%[email protected]>
>> >     
>> > <mailto:cid%[email protected]<cid%[email protected]>
>> >>
>> >     ()->QueryObject()->GetName();
>> >
>> >     that's just a guess, use cautiously?
>> >
>> >
>> >
>> >
>> >     Alessandro Verona wrote:
>> >     > Hi guys,
>> >     > I implemented
>> >     > *ColliderCollisionCallback::Execute(iDynamicsSystemCollider
>> >     > *thiscollider, iRigidBody *otherbody) {}*
>> >     > on my application, so now the execute method is called every time
>> I
>> >     > have a collision but there is a problem....
>> >     >
>> >     > iDynamicsSystemCollider  doesn't have a method to get the name
>> >     of the
>> >     > mesh currently hitting :(
>> >     >
>> >     > How can be fixed this? Any Suggest? :(
>> >     >
>> >     > Thanks!
>> >     >
>> >     > Alessandro Verona
>> >     >
>> >     >
>> >
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