I recently updated my project's physics library (BulletSharp) from 2.80 to 2.82 and I was left with a bunch of invalid calls (had around 20 build errors in the debug drawer). I've fixed nearly all of them apart from a collision detection call.
From CollisionReporter.cs:
PhysicsMain.PreSimulate += new PhysicsSimulateEvent(PreSimulate);
PhysicsMain.PostSimulate += new PhysicsSimulateEvent(PostSimulate);
PhysicsMain.ContactAdded += new ContactAdded(ManifoldPoint_ContactAdded);
LevelManager.OnLevelUnload += new LevelEvent(OnLevelUnload);
Which then calls this from the CreateWorld() function in PhysicsMain.cs:
ManifoldPoint.ContactAdded += new ContactAdded(ManifoldPoint_ContactAdded);
I've also got this line near the top of PhysicsMain.cs:
public static event ContactAdded ContactAdded;
I should also point out ManifoldPoint_ContactAdded() is a boolean.
bool ManifoldPoint_ContactAdded(ManifoldPoint point, ... ) {
The problem I'm having with it is Bullet (BulletSharp anyway) stopped using BulletSharp.ContentAdded which broke the calls. The documentation offers no insight as to what replaces them instead.
Does anybody know what I have to use instead of BulletSharp.ContactAdded?
Edit: This seems to throw a "no overload matches delegate" error in PhysicsMain.cs.
PhysicsMain.ContactMade += ContactMade;
I think this is to blame:
public static event /*ContactAdded*/ ContactAddedEventHandler ContactMade;