private void SetupController(Matrix startTransform)
{
_ghost = new PairCachingGhostObject();
_ghost.WorldTransform = startTransform;
_ghost.CollisionShape = new CapsuleShape(8f, 32f);
_ghost.CollisionFlags = CollisionFlags.CharacterObject;
HashedOverlappingPairCache m_ghostPairCallback = new HashedOverlappingPairCache();
_world.DWorld.Broadphase.OverlappingPairCache.SetInternalGhostPairCallback(m_ghostPairCallback);
_controller = new KinematicCharacterController(_ghost, new CapsuleShape(8f, 32f), 0.5f);
}
I'm sure I'm doing something fundamentally wrong, I'm just not sure how to fix,
the only thing i could find to use as an overlapping pair cache with any kind
of constructor was the sorted and hashed pair cache.
When I run the code though the Broadphase.OverlappingPairCache is null and
readonly.
Any chance of a KinematicCharacterController example, don't mind what framework
it's for, as long as it managed code using bulletsharp.
Thanks in advance for any help.
Original issue reported on code.google.com by men...@hotmail.co.uk on 21 Oct 2010 at 8:57
Original issue reported on code.google.com by
men...@hotmail.co.uk
on 21 Oct 2010 at 8:57