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Julio Jerez wrote:aitzolmuelas wrote:In the general case, what if I need to have a non-solid trigger (a viewing volume, for example) generate contacts with static/scene geometry? Am I forced to make that static geometry non-static?
you make a dynamic (with mass) body and give it Material the in the call back you reject the contacts. give a force call back the add no force.
aitzolmuelas wrote:NewtonWorldCriticalSectionLock( world, threadIndex );
for( auto c = NewtonContactJointGetFirstContact( contactJoint ); c; ) {
auto next_c = NewtonContactJointGetNextContact( contactJoint, c );
NewtonContactJointRemoveContact( contactJoint, c );
c = next_c;
}
NewtonWorldCriticalSectionUnlock( world );
Julio Jerez wrote:you make a dynamic (with mass) body and give it Material the in the call back you reject the contacts. give a force call back the add no force.
aitzolmuelas wrote:I saw NewtonWorldCollide, which by the signature seems to be what I am looking for, but it is not implemented (it just asserts false). Is it not yet implemented, or rather obsolete?
aitzolmuelas wrote:I don't know if I will find time to try to mockup anything in the samples, but I don't think I am trying anything that elaborate either... All I want something equivalent to a trigger detecting static geometry (since you said that is not directly supported by Newton, and you suggested
that function shuuld be working I think I use in some test. but I will check it out.aitzolmuelas wrote:And back to the other question, I saw NewtonWorldCollide, which by the ..
Julio Jerez wrote:that function shuuld be working I think I use in some test.
int NewtonWorldCollide (const NewtonWorld* const newtonWorld, const dFloat* const matrix, const NewtonCollision* const shape, void* const userData,
NewtonWorldRayPrefilterCallback prefilter, NewtonWorldConvexCastReturnInfo* const info, int maxContactsCount, int threadIndex)
{
TRACE_FUNCTION(__FUNCTION__);
dgAssert (0);
return 0;
}
int NewtonWorldCollide (const NewtonWorld* const newtonWorld, const dFloat* const matrix, const NewtonCollision* const shape, void* const userData,
NewtonWorldRayPrefilterCallback prefilter, NewtonWorldConvexCastReturnInfo* const info, int maxContactsCount, int threadIndex)
{
TRACE_FUNCTION(__FUNCTION__);
dgAssert (0);
return 0;
}
Julio Jerez wrote:I will implement the function NewtonWorldCollide The function is some where in Newton 2.xx
no, no NewtonWorldCollide, there was NewtonCollsionUpdate which did the same thing.aitzolmuelas wrote:I downloaded the 2.36 sources from google code and did not find the method NewtonWorldCollide. Is it from earlier versions? Or maybe it was to be a new feature in 3.0, which remains unimplemented?
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