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gimpactCollisionCreateFunc = new btConcaveConcaveCollisionAlgorithm::CreateFunc;
dispatcher->registerCollisionCreateFunc(GIMPACT_SHAPE_PROXYTYPE,GIMPACT_SHAPE_PROXYTYPE,gimpactCollisionCreateFunc);
dispatcher->registerCollisionCreateFunc(TRIANGLE_MESH_SHAPE_PROXYTYPE,GIMPACT_SHAPE_PROXYTYPE,gimpactCollisionCreateFunc);
dispatcher->registerCollisionCreateFunc(GIMPACT_SHAPE_PROXYTYPE,TRIANGLE_MESH_SHAPE_PROXYTYPE,gimpactCollisionCreateFunc);
why does [type A] to [type B] collision NOT equal [type B] to [type A] collison ?
I've looked in the API docs and code for any info but seem to have come up short, so I guess I'm not the only one using this stuff without understanding how / why it should be used in any particular way
for all I know a few extra register calls could greatly improve stuff (or break it!).
At any rate I've been using a torus shape as a moving concave mesh with other primitive shapes and I'm really impressed with the speed and stability TOP JOB guys!!!!