Moderators: Sascha Willems, walaber
dgFloat32 dgFastRayTest::PolygonIntersect (const dgVector& normal, dgFloat32 maxT, const dgFloat32* const polygon, dgInt32 strideInBytes, const dgInt32* const indexArray, dgInt32 indexCount) const
Gravité Code Description Projet Fichier Ligne État de la suppression
Erreur C2664 'void NewtonMaterialSetCompoundCollisionCallback(const NewtonWorld *const ,int,int,NewtonOnCompoundSubCollisionAABBOverlap)' : impossible de convertir l'argument 4 de 'int (__cdecl *)(const NewtonMaterial *const ,const NewtonBody *const ,const void *const ,const NewtonBody *const ,const void *const ,int)' en 'NewtonOnCompoundSubCollisionAABBOverlap' NewtonWrapper C:\Users\toto\VSProjects\NewtonUnityPlugin\NewtonWrapper\wrapperSdk\dNewtonWorld.cpp 64
Using NewtonUnityPlugin
After building the projects there will be three dlls in the PluginBin folder.
NewtonPlugin.dll This managed dll(assembly) contains the runtime components(world, colliders, bodies and joints). In your unity project Assets folder, create a subfolder named Plugins and put it there.
NewtonPluginEditor.dll This is another managed dll that contain editors for the above components. This plugin goes into a subfolder called Editor under the Assets folder.
NewtonWrapper.dll This native dll contains the SWIG-generated C-functions that the managed dlls above use to access the Newton API. This plugin goes into the same folder as NewtonPlugin.dll
The plugins are compiled as 64-bit libraries by default so remember to compile Newton as 64-bit as well.
When Unity detects the plugins you will need to tell Unity if it's 64-bit or not. Just click on the plugin in the Assets view and check the 64-bit option.
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