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Re: Newton 2 wrapper
[Re: Quad]
#253029
02/22/09 11:01
02/22/09 11:01
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Joined: Oct 2007
Posts: 5,211 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
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i get the crash, and car starts to fall down(like a convexhull), no wheels.
3333333333
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Re: Newton 2 wrapper
[Re: VeT]
#253391
02/24/09 14:34
02/24/09 14:34
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Joined: Feb 2009
Posts: 3
Vulder
Guest
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Guest
Joined: Feb 2009
Posts: 3
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Hello! I'm using NewtonMaterialSetCollisionCallback(nworld, G_Group1, G_Group2, NULL, contact, collision); to make a callback when 2 objects collision. Functions "contact" and "collison" are: int contact(NewtonMaterial* Nmaterial, NewtonBody* body0, NewtonBody* body1, int threadIndex) { ... return 1; } function collision(NewtonMaterial* Nmaterial, NewtonContact* contact) { ... return 1; } When an object from G_Group1 collision with other from G_Group2, I obtain the error E1513-> Crash in vectorf. I need to know which objects collision to remove them. Am I using right this function? The problem is in NewtonOnAABBOverlap, because if I use NewtonMaterialSetCollisionCallback(nworld, G_Group1, G_Group2, NULL, NULL, collision); that error doesn't show. But I need to know which objects have collisioned, thats why I need to use the NewtonOnAABBOverlap callback. Thanks for LiteC+Newton2 Sorry for my English 
Last edited by Vulder; 02/24/09 14:39.
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Re: Newton 2 wrapper
[Re: VeT]
#254026
02/28/09 16:15
02/28/09 16:15
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Joined: Aug 2004
Posts: 1,345 Kyiv, Ukraine
VeT
OP

Serious User
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OP

Serious User
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
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okay... espeshially for HoopyDerFrood, kasimir i added sound, for Vulder i added collisions... just take a look: v.18 - some minor bugs found - map22.c added, based on map11.c, but now it highligts point of collision(with draw_point3d) and emit partivcles in normal diretcion - map22.c updated, 3d sounds added not too many updates for this release, but... 
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