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phy.add contact callback is called for all contacts when using Havok #15
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Are there any work arounds for this? |
yep i will make demo about that |
Actually, for me Havok worker "Character" example never calls any trigger. You can verify this by adding console logs to |
By the way, I actually want to get a list of all items that are colliding with a given mesh. Any idea the best way to do that? |
Sorry to pile on, but I also noticed both the |
What's the recommended way to access the underlying physics engine so I can register a contact listeners directly as a workaround for now? |
contact is add to havok |
It work better In the latest version with Havok - arg.hit is set correctly I noticed b1, b2 must be in a specific order though phy.add({ type:'contact', b1:'box1', b2:'sensor1', callback: trigContact}) //is called and arg.hit is set correctly //This behaves differently: contact point and normal information still isn't present. Some way of register for all contacts of a given object using a wildcard would be useful. |
Using Havok contact events don't get triggered after registering more than about ~146. |
mm ok i can increase contact |
Is it possible to have wildcard for all contacts from an objects? |
problem is with worker i have to limite message and return array |
I see you increased the number of contacts that can be supported. |
phy.add({ type:'contact', b1:obj1.name, b2:'obj2.name, callback: someCallback })
In Havok someCallback is called for all collisions involving obj1, not just those involving obj2 but arg.hit is always false.
Phsyx works as expected
Rapier, seems to always have arg.hit == true
Also, including all details of the contact in the collision callback argument is probably needed in most real world uses - body1, body2, position, velocity etc
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