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// setting up a use contact handle to calculate tire collision with terrain
int defualtMaterial = NewtonMaterialGetDefaultGroupID(world);
m_tireMaterial = NewtonMaterialCreateGroupID(world);
NewtonMaterialSetCallbackUserData(world, m_tireMaterial, defualtMaterial, this);
NewtonMaterialSetContactGenerationCallback(world, m_tireMaterial, defualtMaterial, OnContactGeneration);
//NewtonMaterialSetCollisionCallback(world, m_tireMaterial, materialsList[i], OnTireAabbOverlap, OnTireContactsProcess);
Julio Jerez wrote:Temporarily I have disabled for joints, I will address that next year.
It has to do with a big change in the joint system, where before the time derivative of the joint degree of greadom was calculated by the engine by assuming the pin was fixed to the second body.
For most joint this is true, but in some cases this is not the case, example is a tow hinge joint, the ping is fix to neither.
So I am planing to move that out of the low level and each joint will pass the pin angular velocity as is it was independent of the bodies.
It is a big interface change, so I place on hold for after I get the optimizations and will be the beginning of 3.15
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