Raycasting and NewtonSceneProxy

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Raycasting and NewtonSceneProxy

Postby Luben » Sun Oct 17, 2010 9:55 am

Hi!
I'd like to trace rays with newton to determine what objects are between the camera's focus point(player position) and the cameras position, in order to make them transparent.
However, i make the static bodies in the scene part of a SceneCollision, so when i trace with the rays, i obtain the whole body of the SceneCollision.
Is there any way to get the proxy?
I'd like to use userdata with the proxies in that case, but since i cant find any code to get/set userdata for proxies, i thought i'd settle for using a map-container with proxys as keys.

The alternative seems to be making every static object a Body. It seems to me like that'd make collision checking slower. So i thought i'd ask; Is there some technique or method i've failed to see and/or graps that i could use instead?
/Luben
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Re: Raycasting and NewtonSceneProxy

Postby Julio Jerez » Sun Oct 17, 2010 1:14 pm

That Might be an imcoplete feature in teh scen collision.
I am workig now in fixing ray casting on compound collision I will take a look at that as well.

can you post this again in the Bug tracking forum, please?
Julio Jerez
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