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
> Hey Infinity,
> Seem that I cannot have a meshwrapper variable here...
> (accordin
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
> I see, I thought it was the other.
>
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... :(
>
>
>
yea this can work for otherbody,
but for *iDynamicsSystemCollider *thiscollider *cannot work... :(
2009/1/3 infinity
> *otherbody->*GetAttachedMesh
>
> >
> ()->QueryObject()->GetName();
>
> that's just a guess, use cautiously?
>
>
>
>
> Alessandro Verona wrote:
> > Hi guys,
> > I implemented
>
*otherbody->*GetAttachedMesh
()->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 exe
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 nam