Hi Luc,
maybe it is simply a copy error but you should use getId2() instead of
getId1() twice.
if( !(Body::byId(I->getId1())->isDynamic) ||
> !(Body::byId(I->getId2())->isDynamic) ) continue;
Cheers,
Franck
How would you do to skip non dynamic bodies in a loop over interactions?
I tried
FOREACH(const shared_ptr<Interaction>& I, *scene->interactions){
if( !(Body::byId(I->getId1())->isDynamic) ||
!(Body::byId(I->getId1())->isDynamic) ) continue;
}
but, obviously, I missed something...
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