Re: [CsMain] iDynamicsSystemCollider and ODE

2009-01-05 Thread Alessandro Verona
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

Re: [CsMain] iDynamicsSystemCollider and ODE

2009-01-04 Thread Alessandro Verona
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. >

Re: [CsMain] iDynamicsSystemCollider and ODE

2009-01-04 Thread infinity
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... :( > > >

Re: [CsMain] iDynamicsSystemCollider and ODE

2009-01-04 Thread Alessandro Verona
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 >

Re: [CsMain] iDynamicsSystemCollider and ODE

2009-01-03 Thread infinity
*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

[CsMain] iDynamicsSystemCollider and ODE

2009-01-02 Thread Alessandro Verona
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