unique collisions
Posted: Sat Sep 22, 2007 8:53 am
Hi,
Is it correct that when calling
cpArrayEach(space->arbiters, &AllCollisions, NULL);
the AllCollisions callback is called twice for every collision between objects. First for the collision between A and B and second for the collision between B and A.
If so, it would be nice if chipmunk only calls the collision callback once for collisions between the same objects. Or are there other ways to do this?
Currently I'm filtering the results myself so it's not that much of a problem but still, it might not be what one expects.
cheers.
W.P.
Is it correct that when calling
cpArrayEach(space->arbiters, &AllCollisions, NULL);
the AllCollisions callback is called twice for every collision between objects. First for the collision between A and B and second for the collision between B and A.
If so, it would be nice if chipmunk only calls the collision callback once for collisions between the same objects. Or are there other ways to do this?
Currently I'm filtering the results myself so it's not that much of a problem but still, it might not be what one expects.
cheers.
W.P.