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Tuisto
05-20-2014, 08:43 AM
Hello,

I have another problem.
Both of the events don't fire even though they are connected to a function and a collision between two physics bodies happen.

I tried to only include the relevant parts in the following code examples.
Here is the github for a detailed view: https://github.com/thecherry94/CherryMoonLander/

... = unrelevant code

Player.hpp


class Player
{
...
clan::Slot slot_collision_begin;
clan::Slot slot_collision_end;

void on_collision_start(clan::Body);
void on_collision_end(clan::Body);
...
}


Player.cpp


Player::Player(Level* pLevel)
{
...
slot_collision_begin = m_physicsBody.sig_begin_collision().connect(this, &Player::on_collision_start);
slot_collision_end = m_physicsBody.sig_end_collision().connect(this, &Player::on_collision_end);
...
}



but


void on_collision_start(clan::Body);
void on_collision_end(clan::Body);


are never being called when a collision occurs.


Thanks for your time!

Tuisto
05-22-2014, 12:17 PM
I changed my ClanLib to the current official github version where clan::Slot got removed.

The code differs a bit from the example above now.


What am I doing wrong or did the physic collision events never work?
I bet its just a minimal mistake I can't discern...

rombust
05-23-2014, 09:56 AM
I'm sorry, but as far as I know, nobody is currently using clanPhysics2D.

I haven't seen the developer behind it on IRC for a long time.

I personally don't know the source, and it's completeness.

Tuisto
05-23-2014, 06:45 PM
Aww man, that sucks. I wish I knew that before.

Can I create a CollisionOutline programmatically from vertices?

I'd just do a normal CollisionOutline detection every iteration and use a box for the player.


EDIT:
If so, I'm apparently too oblivious to find where...

EDIT 2:
Found it, was too oblivious as expected...

Tuisto
05-25-2014, 02:53 PM
It's working fine now.

I'm just using the CollisionOutlines instead of Physics2D