Some set up is really wrong.
The box is not supposed to collide with the trigger volume, after that the trigger is not longer working like is suppose to.
Do you have a repro demo that I can test?
Moderators: Sascha Willems, Thomas
staticCollision = OgreNewt::CollisionPtr(new OgreNewt::CollisionPrimitives::TreeCollision(this->ogreNewt, entity, true, 0));
m_col = NewtonCreateTreeCollision(m_world->getNewtonWorld(), id);
NewtonTreeCollisionBeginBuild(m_col);
...
staticCollision = OgreNewt::CollisionPtr(new OgreNewt::CollisionPrimitives::ConvexHull(this->ogreNewt, entity, 0));
what kind of object is your player capsule?
Lax I do not mean the source code, I mean an executable that like to the newton dlls that I can attach the debugger.
on the first video, you mean that moving the mouse cursor is causing the trigger react?
//contact->m_killContact = contact->m_killContact | (body0->m_equilibrium & body1->m_equilibrium & !(contact->m_maxDOF && contact->m_isActive));
contact->m_killContact = contact->m_killContact | (body0->m_equilibrium & body1->m_equilibrium & !contact->m_isActive);
void dgBodyMasterList::RemoveConstraint (dgConstraint* const constraint)
{
dgAtomicExchangeAndAdd((dgInt32*) &m_constraintCount, -1);
dgAssert (((dgInt32)m_constraintCount) >= 0);
dgBody* const body0 = constraint->m_body0;
dgBody* const body1 = constraint->m_body1;
dgAssert (body0); // --> this body is null
dgAssert (body1); // --> this body is null
dgAssert (body0 == constraint->m_link1->GetInfo().m_bodyNode);
dgAssert (body1 == constraint->m_link0->GetInfo().m_bodyNode);
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