I saw that there were some issues regarding this, so here’s what I’m seeing.
I’m loading a 3ds file which has a shape that I’m using for physics. It’s creating all the physics correctly, meaning the objects bounce off this shape and the debug draw looks correct, but when I add a callback listener:
ballBody.addEventListener(AWPCollisionEvent.COLLISION_ADDED,
function(e:AWPCollisionEvent):void
{
trace("COLLISION");
});
It never fires.
I have callbacks turned on using:
physicsWorld.collisionCallbackOn = true;
And this works correctly using regular shapes like cubes in another application. It’s when I am making the shapes using AWPBvhTriangleMeshShape that it’s failing.
Is there a fix for this?