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SphereShape works fine for me, at least in the Benchmark Pyramids test in
CcdPhysicsDemo.
CollisionWorld.RayResultCallback is an abstract class. I don't know how ray
testing
works yet, but I think you should be using an instance of
CollisionWorld.ClosestRayResultCallback instead. I've implemented all of
CollisionWorld
in r55, so you could try that and tell me if it works.
Thanks!
Original comment by andres.traks
on 23 Apr 2010 at 1:14
I'm sorry! : D Sphere works great! I have my own class called "SphereShape"!
I used
it instead of BulletSharp's SphereShape : ))
Ok, i'll use CollisionWorld.ClosestRayResultCallback tomorrow and report to ya
: )
Thanks.
Original comment by i.prog...@gmail.com
on 23 Apr 2010 at 11:07
Just implemented world ray test! Working as expected.
CollisionWorld.ClosestRayResultCallback callback = new
CollisionWorld.ClosestRayResultCallback(orig, dir);
g_world.RayTest(orig, dir, callback);
after that "callback" contains all intersection info!
But why both of "RayTest" function and constructor of "callback" are accepting
same
parameters?
Original comment by i.prog...@gmail.com
on 24 Apr 2010 at 10:03
: But why both of "RayTest" function and constructor of "callback" are
accepting same
parameters?
Don't ask me.. :p
Original comment by andres.traks
on 24 Apr 2010 at 5:12
Original issue reported on code.google.com by
i.prog...@gmail.com
on 22 Apr 2010 at 10:51