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Posted

Can anyone else verify that a collision callback, when the response type is Trigger, only returns 0,0,0 for position and normal. Setting the response type to Collide returns expected results.

 

I mean, even if the response is only a trigger, it should still be able to return at LEAST where the collision took place, yes?

--"There is no spoon"

Posted

If the trigger type is used, an intersection test is performed. This is because a regular collision test will fail if one object is entirely inside another so that no faces intersect.

Let's build cool stuff and have fun. :)

Posted

Ah, that makes sense... Ok, is there any type that acts like a trigger (no physics response), but does perform a "regular" collision test (understanding the limitation that if one object is inside another the test would fail); or could one be added in short order?

 

Namely, I'd like to do some VFX work where a collision occurs between two objects, but I don't want a physics reaction when this happens. Depending on the shapes of the objects, a ray test wouldn't always work for something like this...

--"There is no spoon"

Posted

I don't really see where you expose the data needed to use Newton functions such as http://newtondynamics.com/wiki/index.php5?title=NewtonCollisionCollide

 

Is there a way to at least get the NewtonBody pointer for a Leadwerks entity that has collision? This would then allow me to get the required information using other Newton functions such as http://newtondynamics.com/wiki/index.php5?title=NewtonBodyGetWorld

 

Thanks

--"There is no spoon"

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