Пример #1
0
        // 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?
        }
Пример #2
0
 public SingleCollision(CollisionObject o, BulletUnityContactPoint cp)
 {
     obj = o;
     collisionDetails = cp;
 }