Skip to main content
added 7 characters in body
Source Link
House
  • 73.3k
  • 17
  • 185
  • 273

checkCollideWith isntcheckCollideWith isn't for dynamic collisions, it is used to see if an object is set to collide with another, not to see if there's a collision.

alsoAlso, you can setUserPointersetUserPointer in your rigidbodyrigidbody to have a pointer to anything, may it be it your own class or not. with that, you can then check what is what-is-what when colliding by using getUserPointergetUserPointer on the two btCollisionObjectsbtCollisionObjects.

checkCollideWith isnt for dynamic collisions, it is used to see if an object is set to collide with another, not to see if there's a collision.

also, you can setUserPointer in your rigidbody to have a pointer to anything, may it be your own class or not. with that, you can then check what is what when colliding by using getUserPointer on the two btCollisionObjects.

checkCollideWith isn't for dynamic collisions, it is used to see if an object is set to collide with another, not to see if there's a collision.

Also, you can setUserPointer in your rigidbody to have a pointer to anything, be it your own class or not. with that, you can then check what-is-what when colliding by using getUserPointer on the two btCollisionObjects.

Source Link

checkCollideWith isnt for dynamic collisions, it is used to see if an object is set to collide with another, not to see if there's a collision.

also, you can setUserPointer in your rigidbody to have a pointer to anything, may it be your own class or not. with that, you can then check what is what when colliding by using getUserPointer on the two btCollisionObjects.