Moderators: Sascha Willems, walaber
debuging Blackbirh forklift demo.
Sweenie wrote:I've been so focused on experimenting with the "bouncing" problem that I've forgot to test joints in general. Something weird is going on with them right now.
typedef int (*NewtonOnAABBOverlap) (const NewtonMaterial* const material, const NewtonBody* const body0, const NewtonBody* const body1, int threadIndex);
to
typedef int (*NewtonOnAABBOverlap) (const NewtonJoint* const contact, dFloat timestep, int threadIndex);
static int OnAABBOverlap(const NewtonJoint* const contact, dFloat timestep, int threadIndex)
{
// NewtonContactJointResetSelfJointsCollision(contact);
return 1;
}
Erreur (active) E0386 aucune instance de fonction surchargée "dNewton::OnBodiesAABBOverlap" ne correspond au type requis dNewton c:\Users\me\VSProjects\NewtonDynamics\sdk\dNewton\dNewton.cpp 101
Erreur C2664 'void NewtonMaterialSetCollisionCallback(const NewtonWorld *const ,int,int,NewtonOnAABBOverlap,NewtonContactsProcess)' : impossible de convertir l'argument 4 de 'overloaded-function' en 'NewtonOnAABBOverlap' dNewton C:\Users\me\VSProjects\NewtonDynamics\sdk\dNewton\dNewton.cpp 101
Avertissement LNK4221 Ce fichier objet ne dÚfinit pas de symboles publics jusqu'ici non dÚfinis. Par consÚquent, il ne sera utilisÚ par aucune opÚration de lien utilisant cette bibliothÞque dgCore C:\Users\me\VSProjects\NewtonDynamics\sdk\projects\visualStudio_2015_static_mt\dgGeneralVector.obj 1
Erreur C2664 'void NewtonMaterialSetCollisionCallback(const NewtonWorld *const ,int,int,NewtonOnAABBOverlap,NewtonContactsProcess)' : impossible de convertir l'argument 4 de 'overloaded-function' en 'NewtonOnAABBOverlap' dNewton C:\Users\me\VSProjects\NewtonDynamics\sdk\dNewton\dNewton.cpp 101
CNEWTON_API static int OnBodiesAABBOverlap (const NewtonMaterial* const material, const NewtonBody* const body0, const NewtonBody* const body1, int threadIndex);
CNEWTON_API static int OnBodiesAABBOverlap(const NewtonJoint* const contact, dFloat timestep, int threadIndex);
int dNewton::OnBodiesAABBOverlap (const NewtonMaterial* const material, const NewtonBody* const body0, const NewtonBody* const body1, int threadIndex)
{
dAssert (NewtonBodyGetWorld (body0) == NewtonBodyGetWorld (body1));
dNewton* const world = (dNewton*) NewtonWorldGetUserData(NewtonBodyGetWorld (body0));
dNewtonBody* const dBody0 = (dNewtonBody*) NewtonBodyGetUserData (body0);
dNewtonBody* const dBody1 = (dNewtonBody*) NewtonBodyGetUserData (body1);
return world->OnBodiesAABBOverlap(dBody0, dBody1, threadIndex);
}
int dNewton::OnBodiesAABBOverlap (const NewtonJoint* const contact, dFloat timestep, int threadIndex)
{
return true;
//dAssert (NewtonBodyGetWorld (body0) == NewtonBodyGetWorld (body1));
//dNewton* const world = (dNewton*) NewtonWorldGetUserData(NewtonBodyGetWorld (body0));
//dNewtonBody* const dBody0 = (dNewtonBody*) NewtonBodyGetUserData (body0);
//dNewtonBody* const dBody1 = (dNewtonBody*) NewtonBodyGetUserData (body1);
//return world->OnBodiesAABBOverlap(dBody0, dBody1, threadIndex);
}
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