Can I use collision callbacks only?

Dazrit

12-09-2007 14:13:23

Hi,
Im sorry if this question has been asked before but i cant seem to get a clear answer from the searches.

I am working on a study project for which i need to provide the physics for, BUT i am allowed to use a collision library to register the interactions between entities.

My question is, can OgreNewt just be used for collision callbacks? and is this an easy process? I need to have the raycasting done at polygon level but i dont want to have any of OgreNewt physics applied.

Most other librarys i have seen/tried had barely any information or examples on how to use them, but this seemed like it does so i was really hoping i could just use it for collisions :)

walaber

12-09-2007 19:27:40

you can use Newton as a collision detection library if you want...

just use the low-level collision functions, only create Collision objects, and no Bodies.

it allows for collision vs. collision object detection, and per-collision object raycasting.

Dazrit

13-09-2007 11:49:52

you can use Newton as a collision detection library if you want...

just use the low-level collision functions, only create Collision objects, and no Bodies.

it allows for collision vs. collision object detection, and per-collision object raycasting.


Thanks for the reply :) I just had a couple of questions

I was just wondering, doing it this way, does everything still need to be rendered through ogrenewt?
Does the example programs contain the code to set up just collisions, and how to get that information out?
Or could someone please help with maybe a simple peice of code demonstrating what function calls/processes i would have to create for just collisions? :)

Thanks, im just a little bit lost