bug: gContactAddedCallback and btGImpactMeshShape

almatea
Posts: 29
Joined: Mon Nov 02, 2009 10:15 am

bug: gContactAddedCallback and btGImpactMeshShape

Post by almatea »

If I use a gContactAddedCallback and exist a collision between btCompoundShape and btGImpactMeshShape then index0 and index1 of gContactAddedCallback function ALWAYS returns -1.

Code: Select all

gContactAddedCallback = &MyContactCallback;

//...

bool MyContactCallback (
    btManifoldPoint& cp,
    const btCollisionObject* colObj0,int partId0,int index0,
	const btCollisionObject* colObj1,int partId1,int index1)
{
	bool comp0 = colObj0->getRootCollisionShape()->getShapeType()==COMPOUND_SHAPE_PROXYTYPE;
	bool comp1 = colObj1->getRootCollisionShape()->getShapeType()==COMPOUND_SHAPE_PROXYTYPE;
  cout << "MyContactCallback" << "impulse: " << cp.getAppliedImpulse() << "; comp0: " << comp0  << "; comp1: " << comp1 << "; index0: " << index0 << "; index1: " << index1 << "; partId0: " << partId0 << "; partId1: " << partId1 << endl;
  return 1;
}
output if collision with GIMPACT:
MyContactCallbackimpulse: 0; comp0: 1; comp1: 0; index0: -1; index1: 1598; partId0: -1; partId1: 0
output if collision with CONVEX HULL:
MyContactCallbackimpulse: 0; comp0: 1; comp1: 0; index0: 1; index1: 1598; partId0: -1; partId1: 0
almatea
Posts: 29
Joined: Mon Nov 02, 2009 10:15 am

Re: bug: gContactAddedCallback and btGImpactMeshShape

Post by almatea »

Is it my mistake or you also have this result?
almatea
Posts: 29
Joined: Mon Nov 02, 2009 10:15 am

Re: bug: gContactAddedCallback and btGImpactMeshShape

Post by almatea »

up : )