Ok CollisionCollide is there now.
In teh user ID I am passing teh sam evalue I was apssing in core 200, however teh will change, there is an incositence in teh engine that it is time that we change.
bascially in the beginnining we did no have multishape collsion shapes, anmd whe we added teh we try to do the best we could with the material ids,
but at the engine become more and more complex thet ieda of addin teh material ID to the rigid body become very limiting.
I am thonk to move the materail ID of to teh colliosion instance, this since a more apropriate way to deal with IDs.
it will unify the ID on the shape in a natural intefacem, as oppse to what it is now.
this is what the contact point structure looks like now
- Code: Select all
class dgContactPoint
{
public:
dgVector m_point;
dgVector m_normal;
dgBody* m_body0;
dgBody* m_body1;
dgCollisionInstance* m_collision0;
dgCollisionInstance* m_collision1;
dgInt64 m_userId;
dgFloat32 m_penetration;
dgInt32 m_isEdgeContact;
dgUnsigned16 m_deformableIndex0;
dgUnsigned16 m_deformableIndex1;]
}
as you can see the there is room for only one ID, tah was beacsue the id is teh id onteh material, but mutishape collsion have a diffcutl time dealig with that, even harder is tow mutishape collision.
in the next build thre will be two ids, oen coming form each shape. and that will work well with teh intance base collision as well as with other funtionalities for collision shape liek trigger and gouth objects shapes in teh same shape..
anyway the collision collide function is there, nex I will debug the jiter problem.