what is the purpose of those methods ?
Posted: Thu Feb 16, 2012 8:44 pm
All I want is collisions between many object (no more than about 30), no dymamics. I'm currently using btOgre, and since I'm just using simple shapes like sphere and boxes, it doesn't bring a lot.
I'm currently trying to understand this demo: http://code.google.com/p/bullet/source/ ... ceDemo.cpp
Can somebody explain what are those classes/struct/methods for, and how I can inherit and/or overrides some functions to use to my liking, there are several alternatives which I don't understand the meaning.
and
I can understand what a callback is, I just don't really get what are those function's arguments, and the doc doesn't tell much. I guess that in
colobj are the object which collided, index are their position in CollisionWorld::getCollisionObjectArray(), but what about partId ? I'd like to know if I'm right about the index, since it help for how I manage my object in Ogre3D.
I see many #ifdef and I'm a little confused when reading CollisionInterfaceDemo.cpp, I'm having a hard time figuring things out.
Thanks again in advance for reading this and providing help !
I'm currently trying to understand this demo: http://code.google.com/p/bullet/source/ ... ceDemo.cpp
Can somebody explain what are those classes/struct/methods for, and how I can inherit and/or overrides some functions to use to my liking, there are several alternatives which I don't understand the meaning.
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btCollisionWorld::ContactResultCallback::addSingleResult(...)
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btCollisionWorld::ContactResultCallback::needsCollision(...)
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virtual btScalar addSingleResult(btManifoldPoint& cp, const btCollisionObject* colObj0,int partId0,int index0,const btCollisionObject* colObj1,int partId1,int index1)
I see many #ifdef and I'm a little confused when reading CollisionInterfaceDemo.cpp, I'm having a hard time figuring things out.
Thanks again in advance for reading this and providing help !