neimod wrote:But the question I have here is, is it possible to generate a callback after the AABB's of 2 bodies overlap, but there is no contact whatsoever?
you have more choices now.
-the simplistic one is to return 0 from NewtonOnAABBOverlap but that will no call NewtonProccesContcat
-you can return 1 from NewtonOnAABBOverlap and delete all the contact in NewtonProccesContcat that will be the more expensive, and will be the same as 1.53 does now, since in 1.53 you have to return zero to reject each concat, now you need to explicitly remove the contactss from a critical section. (see tank track demo)
- Or you just can do the new feature (my favorite)
you can set the collision shape as a trigger volume, with this option you need to create a body that can be static of dynamics,
in NewtonOnAABBOverlap you return 1,
then you will get the contact process but there will be no contacts in the contact joint.
This is more efficient because if determine if the bodies intersect at the shape level but it do not do any of the more expensive contact calculation.
if you need to move the body to make a moving trigger volume, you can set the matrix on the trigger body to the same matrix or a carriers body.
See the demo Blackhole and whitehole, for demonstration
also the bouyancy demo in the SDK uses this feature, the swimming pool is a static body with teh shape set as trigger volume. This feature can be use to genarate force fields and other special effects much cheapper than in 1.53.