Gamekit could need a way to get the Objects that actually fire the
Collision/TouchSensor.
The way it is at the moment is that it only query if there is a collison but do
not care about the collision objects itselfs.
I patched this the following way:
The gkPhysicsController's bool:sensorCollides(...)-method actually does the
job. I changed the method-call is this bool:sensorCollides(...,
utArray<gkGameObject*>* list=NULL) If you call the method the old way the old
behaviour is still there (stop processing after first match) but if you add a
list as parameter all matching object-pointers are placed in that.
Feel free to change the method-call and everything (like typedef-terror and
such :D)
Original issue reported on code.google.com by thomas.t...@googlemail.com on 8 Nov 2011 at 5:05
Original issue reported on code.google.com by
thomas.t...@googlemail.com
on 8 Nov 2011 at 5:05Attachments: