Anyway I've just started implementing Chipmunk in my OGL engine but I'm having problems with objects not colliding. Springs and joints work fine! It's the simplest setup, a box and a static segment plane (ground), and the box is falling right through the plane.

Chipmunk detects the collision between the shapes and goes into the seg2poly function, but it rejects the collision right about here:

Code: Select all

```
for(int i=0; i<poly->numVerts; i++){
cpFloat dist = segValueOnAxis(seg, axes[i].n, axes[i].d);
if(dist > 0.0f){ // here one of the distances go over zero....
return 0;
} else if(dist > poly_min){
poly_min = dist;
mini = i;
}
}
```

Here's basically what I got going:

Code: Select all

```
cpInitChipmunk();
space = cpSpaceNew();
space->gravity = cpv(0.0f, -100.0f);
cpSpaceResizeStaticHash(space, 20.0f, 999);
cpSpaceResizeActiveHash(space, 20.0f, 100);
// the box body
cpVect verts[] = { cpv(-20.0f, 20.0f), cpv(-20.0f, -20.0f), cpv(20.0f, -20.0f), cpv(20.0f, 20.0f) };
float mass = 5.0f;
float moment = cpMomentForPoly(mass, 4, verts, cpvzero);
box = cpBodyNew(mass, moment);
box->p = cpv(320.0f, 340.0f);
// the box shape
cpShape *shape = cpPolyShapeNew(box, 4, verts, cpvzero);
shape->u = 0.5f;
shape->e = 1.0f;
cpSpaceAddBody(space, box);
cpSpaceAddShape(space, shape);
// the static plane (ground)
plane = cpBodyNew(INFINITY, INFINITY);
plane->p.x = 320.0f;
cpShape *planeShape = cpSegmentShapeNew(plane, cpv(-320.0f, 10.0f), cpv(320.0f, 10.0f), 1.0f);
cpSpaceAddStaticShape(space, planeShape);
```

Thanks,

Johan