// index is the index in the triangle array if the collision object was a triangle array // partID is the part of the mesh involved public float AddSingleResult(ManifoldPoint cp, CollisionObjectWrapper colObj0Wrap, int partId0, int index0, CollisionObjectWrapper colObj1Wrap, int partId1, int index1) { CollisionObject other = colObj0Wrap.CollisionObject; if (other == rigidBody) { other = colObj1Wrap.CollisionObject; } BulletUnityContactPoint cpp = null; if (returnFullCollisionDetails) { cpp = new BulletUnityContactPoint(cp, colObj0Wrap, colObj1Wrap); } objsCurrentlyInContactWith.Add(new SingleCollision(other, cpp)); return(0); //todo what am I supposed to return? }
public SingleCollision(CollisionObject o, BulletUnityContactPoint cp) { obj = o; collisionDetails = cp; }