Entropai
28-03-2008 11:07:37
I'm trying to figure out how to use low level collision functions in OgreNewt to achieve low level collision detection without physics as Walaber suggested in one post. However i'm having trouble with calling CollisionCollide function, this function should return collision between two collision objects? I'm getting following mismatch error:
Using same earlier created parameters and calling for example CollisionPointDistance call works just fine. Has anyone tested and used this function or can see some obvius fault that i've missed. I've tried reading that signature many times but i cant figure out what is not correct. I've created two collision box objects.
ArgumentError: Python argument types in
ogre.physics.OgreNewt._ogrenewt_.CollisionCollide(World, int, Box, Quaternion, Vector3, Box, Quaternion, Vector3, Vector3, Vector3, float)
did not match C++ signature:
CollisionCollide(class OgreNewt::World const * world, int maxSize, class OgreNewt::Collision const * colA, class Ogre::Quaternion colOrientA, class Ogre::Vector3 colPosA, class OgreNewt::Collision const * colB, class Ogre::Quaternion colOrientB, class Ogre::Vector3 colPosB, class Ogre::Vector3 * retContactPts, class Ogre::Vector3 * retNormals, float * retPenetrations)
Using same earlier created parameters and calling for example CollisionPointDistance call works just fine. Has anyone tested and used this function or can see some obvius fault that i've missed. I've tried reading that signature many times but i cant figure out what is not correct. I've created two collision box objects.