[Update] OgreOde Collision Handling page

SFCBias

07-04-2010 18:06:21

I went and updated the collision handling page with code that will work for newer versions of Ogre

e.g 1.7.0, possibly 1.6.4

Also added some sample code to create a simple crate with collision.

Notify me or feel free to edit if there are any problems. Hope this helps.

You can find the page HERE

zorocke

09-04-2010 20:13:18

Thanks, this looks useful.

rush

27-05-2010 17:21:21

hi!
I've got a problem, i followed the tutorial but
if (g1->getUserAny().isEmpty() == false)
if (!any_cast<CollisionTestedObject*>(g1->getUserAny())->Collide(true, Contact))
Return = false;

if (g2->getUserAny().isEmpty() == false)
if (!any_cast<CollisionTestedObject*>(g2->getUserAny())->Collide(false, Contact))
Return = false;


is always empty.. any suggests?
thank you :cry:

SFCBias

29-05-2010 17:46:07

Be sure to set the geoms UserAny to <CollisionTestedObject*>

See the box example for details