Using NewtonContactJointRemoveContact

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Using NewtonContactJointRemoveContact

Postby niarkoleptik » Thu Nov 26, 2009 6:57 pm

Hello !

I'm currently trying to make a little game, using Newton, but i think there is somethings i misunterstood with NewtonContactJointRemoveContact.

I need a kinf of smog body, somethings you can get in, and affect you when you're in but somethings won't affect your speed and movment.

I made a collision callback who removes every contact with NewtonContactJointRemoveContact, this callback is correctly called but my character can't get inside the 'smog' (wich is a simple big cube for the moment :D), it can only push him.

Now i don't really know if this NewtonContactJointRemoveContact is really what i think, or i'm not using it as i should, or if there is hidden mistakes in my program..

Can someone help me ?

Thanks !
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Re: Using NewtonContactJointRemoveContact

Postby Julio Jerez » Thu Nov 26, 2009 7:22 pm

you will be better using the "set as trigger option of the shape" and a matereal .
Then you ge the call back but there will be not contacts.
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Re: Using NewtonContactJointRemoveContact

Postby niarkoleptik » Fri Nov 27, 2009 1:04 am

oh great, that's all that i needed, thanks :)
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