I'm trying to find when two specific bodies collide in my scene (a bullet and a target), but when using the "iterating through the manifold" method, I can't seem to get the colliding bodies' pointer or index (they're always either a null pointer or a new index).
I've been struggling with this for days now, I can't seem to correctly find the colliding bodies' types. Any help would be appreciated.
Struggling to get colliding body's pointer/index
-
- Posts: 39
- Joined: Tue Jan 31, 2017 8:07 pm
Struggling to get colliding body's pointer/index
Last edited by jimjamjack on Mon May 01, 2017 9:54 pm, edited 1 time in total.
-
- Posts: 849
- Joined: Tue Sep 30, 2014 6:03 pm
- Location: San Francisco
Re: Struggling to get colliding body's pointer/index
It looks to me like you're getting the pointers to the objects just fine:
Interestingly, I've never seen the btCollisionObject::getUserIndex() method. I don't find it mentioned in the Bullet docs I've been using:
http://www.continuousphysics.com/Bullet ... bject.html
But I do see it in the code. The git Blame tool says getUserIndex() was added in June 2013, and getUserIndex2() was added in September 2016. Ok, good to know.
Code: Select all
const btCollisionObject *objA = contactManifold->getBody0();
const btCollisionObject *objB = contactManifold->getBody1();
http://www.continuousphysics.com/Bullet ... bject.html
But I do see it in the code. The git Blame tool says getUserIndex() was added in June 2013, and getUserIndex2() was added in September 2016. Ok, good to know.
-
- Posts: 39
- Joined: Tue Jan 31, 2017 8:07 pm
Re: Struggling to get colliding body's pointer/index
Yeah it seems getUserIndex() was a somewhat recent addition. It works fine elsewhere in the code, like with ray casting, but I'm having issues with it here...