From:
<mar...@gm...> - 2006-02-22 08:26:26
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Add this code in ode.pyx near the end and recompile pyode: def collide2(geom1, geom2, arg, callback): cdef void* data cdef object tup cdef long id1 cdef long id2 id1 = geom1._id() id2 = geom2._id() tup = (callback, arg) data = <void*>tup dSpaceCollide2(<dGeomID>id1, <dGeomID>id2, data, collide_callback) And you will have collide2 funcion :) It will work like ordinary collide function just with this special space checking. I did this for me, because I too needed collide2 function between two spaces. -- Mārtiņš Možeiko -------- Original Message -------- > I just wanted to check: > At the moment, in PyODE, there is no (quick for spaces with many > objects) way to do check for collisions between objects in two different > spaces (like the collide2 function available in the C API of ODE) right? > > I was going to put static world things in one space, and dynamic things > in another space and do collide2 between them, putting them in one space > seems to waste so much time doing collision between static things that > it is faster to just use nested for loops to check the various pairings... > > (static, moving) > (stopped, moving) > (moving, moving) > > (where stopped are those that have body.enabled set to false) > > > > > ------------------------------------------------------- > This SF.net email is sponsored by: Splunk Inc. Do you grep through log > files > for problems? Stop! Download the new AJAX search engine that makes > searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! > http://sel.as-us.falkag.net/sel?cmd=lnk&kid=103432&bid=230486&dat=121642 > _______________________________________________ > Pyode-user mailing list > Pyo...@li... > https://lists.sourceforge.net/lists/listinfo/pyode-user > |