void MeshEntity::MeshCollisionCallback(PhyObject *collider, int triIndex, float appliedImpulse, int lifeTime, const Vect &hitPos, float &friction, float &restitution) { traceIn(MeshEntity::MeshCollisionCallback); for(int i=0; i<mesh->nSections; i++) { DrawSection §ion = mesh->SectionList[i]; if(triIndex < (section.startFace+section.numFaces)) { Material *material = MaterialList[i]; if(material) { if(lifeTime == 1) material->ProcessCollision(phyObject, collider, appliedImpulse, hitPos); friction = material->GetFriction(); restitution = material->GetRestitution(); } return; } } traceOut; }