Hello all,
I'm working with chipmunk and cocos2d. My question is how to make a body/shape broke on impact. My guess was to identify the point of a collision on the shape, and then, divide the shape into two shapes accordingly in the pre-solve collision callback.
But I'm really not sure, is there any better way to do this ?
And how can I get the collision point coordinates in the shape space coordinate ? Using the cpContact array in the cpArbiter gives me coordinates of collision within the entire space.
Hope I have been clear enough.
Regards,
Kosa