It is likely that I just don’t ‘get it’, but I am a little bit puzzled on the subject of ODE collision detection .
I need to create a number of spawn points from which objects will spawn and drop down on the world via ODE physics. Prior to spawning a new object I have to ensure that nothing is in the spawn area. To achieve this I am creating an ODE ghost (body + geometry without mass) and would like to query the shape area (OdeBoxGeom) for contacts.
The thing is- how do I go about querying the collisions/contacts? I’ve read some postings talking about using the collision callback, but this is impractical as I always have >100 active objects causing a long list of contacts thus massive performance hit processing the event flood.
I am working on educational content which needs to perform on low end hardware so performance is a big issue.
There is a good chance I am just not understanding what is explained in the documentation and various posts so please accept my apologies. Can someone please explain or even better provide a sample on how to do this? Or maybe just point me to some documentation where I might get enlightened…