RayCollision

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RayCollision

Postby dpadam450 » Wed Aug 27, 2008 7:35 am

I guess I don't understand all the parameters here. I have 2 boxes. No matter which box I shoot, the first box moves, even when I am shooting only the second box. I have checked and the callback is only hitting 1 box at a time, so I don't know what to do.


Code: Select all
float RayCastPlacement(const NewtonBody* body, const dFloat* normal, int collisionID, void* userData, dFloat intersetParam)
{
   dFloat* paramPtr;

   dFloat mass;
   dFloat Ixx;
   dFloat Iyy;
   dFloat Izz;

   float omega[] = {0.0f, -1.0f, 0.0f};
   //NewtonBodySetForce( body, &omega[0]);

   picked = (NewtonBody*)body;

   
   // I pass in time as user data
        // I set time to the current intersection time
   paramPtr = (dFloat*)userData;
   paramPtr[0] = intersetParam;
   return intersetParam;
   
}


.........
Code: Select all
NewtonWorldRayCast (nWorld, P1, P2, RayCastPlacement, &time, NULL);
if(picked != NULL)
{
       //This  makes a box move in the bullet direction
    NewtonBodySetForceAndTorqueCallback(rigidBodyBox, PhysicsCallBackBullet);
}
dpadam450
 
Posts: 7
Joined: Mon Jun 23, 2008 10:02 pm

Re: RayCollision

Postby Aphex » Wed Aug 27, 2008 7:53 am

Are you returning zero from the RayFilterCallback? That will stop the trace after the first hit.
Aphex
 
Posts: 144
Joined: Fri Jun 18, 2004 6:08 am
Location: UK

Re: RayCollision

Postby dpadam450 » Wed Aug 27, 2008 4:44 pm

Sorry, I was coding till 4am last night and made a mistake. I was changing box1s torque callback rather than the picked pointer.
dpadam450
 
Posts: 7
Joined: Mon Jun 23, 2008 10:02 pm


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