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by Julio Jerez » Wed Aug 05, 2009 2:40 pm
martinsm wrote:Julio Jerez wrote:you are on linux right?
No, I am mainly on Windows. But I develop also under Linux and MacOSX

Julio, you could add "int shapeID" argument also for HullModifier and CompoundCollision Create functions. Then there will be no need for SetUserID function.
I like that better, it make moe consistent, and also SetUserID can mess up the cache since the id is part of the shape signature now.
I will do that instead and post the fix tonight.
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by Julio Jerez » Wed Aug 05, 2009 10:04 pm
Ok I added beta 2.06 with the change.
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by martinsm » Thu Aug 06, 2009 2:49 am
Great. Thanks for fast fix.
Now 2.06 works as I expected in this aspect (same as 1.53 version). I can now continue upgrading my old project to Newton2.
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by Julio Jerez » Sun Aug 09, 2009 2:15 pm
Beta 2.06 is ready for all platforms.
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by Svenstaro » Sun Aug 09, 2009 8:13 pm
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by Julio Jerez » Sun Aug 09, 2009 9:21 pm
Fixed, Thanks
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by bmwop » Tue Aug 11, 2009 7:13 am
Hi,
i have a little problem on Linux with the 2.06 build 32 bit:
When a body leanes the world i use the NewtonBodySetMatrix() to set it into a certain point of the world. But it doesn't work.
I worked in 2.04. But not now.
Did i miss something?
/bmwop
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by Julio Jerez » Tue Aug 11, 2009 9:41 am
no you did not.
It is my falt I think I added that bug when fixing the last bug, I commented out that part of the code and forgot to uncomment it and debug it.
I will fix it tonight for 2.07
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by Julio Jerez » Tue Aug 11, 2009 11:40 pm
bmwop wrote:Hi,
i have a little problem on Linux with the 2.06 build 32 bit:
When a body leanes the world i use the NewtonBodySetMatrix() to set it into a certain point of the world. But it doesn't work.
Ok I fixed the bug, get beta 2.07
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by bmwop » Wed Aug 12, 2009 2:16 pm
Julio Jerez wrote:Ok I fixed the bug, get beta 2.07
Great! Now, it's okay again. Thank you!
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by martinsm » Mon Aug 17, 2009 8:12 am
hi, Julio.
I remember asking you one feature request for new Newton version, but that topic/posts have been deleted. You said yes, but it's not in 2.07 version.
Would it be possible to add collision deletion callback? It should be similar as callbacks for world/body/joint deletion. It would help a lot for managed world wrappers (.NET for example).
API could look something like this:
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typedef void (*NewtonCollisionDestructor)(const NewtonCollision* collision);
NEWTON_API void NewtonCollisionSetDestructorCallback(const NewtonCollision* collision, NewtonCollisionDestructor callback);
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by Julio Jerez » Mon Aug 17, 2009 9:55 am
Ok I will add it as a world function
NEWTON_API void NewtonWorkdSetCollisionDestructorCallback(const NewtonWorld* world, NewtonCollisionDestructor callback);
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by martinsm » Mon Aug 17, 2009 12:37 pm
Great, thanks!
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by Julio Jerez » Mon Aug 17, 2009 10:59 pm
Ok I added the function, you get it withnext update.
I will see if I can find the slowdowng bug before a release.
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by rvangaal » Tue Aug 18, 2009 8:40 am
(using 2.07) I had problems before with convex hulls hitting single-sided tree collisions (2.02 or 2.03). Seems better with 2.07 but only if I don't optimized the tree collision.
So if I use NewtonTreeCollisionEndBuild(coll,1); instead of NewtonTreeCollisionEndBuild(coll,0); the problem re-appears (using a car simulation). Once the convex hull of the car hits a single-sided polygon (like a guardrail) it explodes (NaNs). Without the optimize, it also gets a big jerk but stays out of NaN.
Are single-sided triangles forbidden or is it planned to support them in v2.x? (I also have the problem with fences a lot - those are often drawn using 1 polygon, without culling so both sides become visible; from one side you can drive through them).
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