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PostPosted: Fri Apr 13, 2012 4:20 am 
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Joined: Fri Apr 13, 2012 4:11 am
Posts: 2
Can you please tell how to Bullet can get a list of objects of class btRigidBody, collided with this object.

Sorry for my google.translate)


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PostPosted: Fri Apr 13, 2012 4:35 pm 
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Joined: Fri Jun 24, 2011 8:53 am
Posts: 130
The manual, reads:
The broadphase adds and removes overlapping pairs from a pair cache. The developer can choose the type of pair cache.
A collision dispatcher iterates over each pair, searches for a matching collision algorithm based on the types of objects involved and executes the collision algorithm computing contact points.

So, get all the manifolds and loop on them. I was pretty sure the manual included a code snippet in the past but I'm unable to find it myself so for your convenience, the code will be like
Code:
const int manifoldCount(dispatcher.getNumManifolds());
for(int loop = 0; loop < manifoldCount; loop++) {
   const btPersistentManifold *mf = dispatcher.getManifoldByIndexInternal(loop);
   const void *obja = mf->getBody0();
   const void *objb = mf->getBody1();
   if(obja == object || objb == object) {
      // This manifold deals with the btRigidBody we are looking for.
      // A manifold is a RB-RB pair containing a list of potential (predicted) contact points.
      const unsigned int numContacts(mf->getNumContacts());
      for(int check = 0; check < numContacts; check++) {
         const btManifoldPoint &pt(mf->getContactPoint(check));
         // do something here, in case you're interested.
      }
   }
}


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PostPosted: Fri Apr 13, 2012 6:08 pm 
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Joined: Fri Apr 13, 2012 4:11 am
Posts: 2
thank you very much


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PostPosted: Tue Jul 31, 2012 4:04 am 
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Joined: Fri Jun 15, 2012 7:11 am
Posts: 43
just what i am looking for.
is the 'object' in the code referring to our btRigidBody object?
as getBody doesn't seem to be specify type.


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PostPosted: Tue Jul 31, 2012 8:49 am 
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Joined: Sun Jan 07, 2007 4:29 pm
Posts: 44
Location: Oxford, England
Also see http://www.bulletphysics.org/mediawiki-1.5.8/index.php/Collision_Callbacks_and_Triggers


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