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Ultrasauce
Joined: 28 Feb 2005 Posts: 62
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Posted: Thu Mar 24, 2005 7:48 pm Post subject: Triggers / SetGhost |
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How's it goin?
I just wanted to clarify which way's best to handle triggers in the physics engine. I see the SetGhost method on DynamicObject... seems perfect since I can just iterate collisions.
But...
"Ghost objects will still collide with the ground."
Is it possible to have triggers that stay where they're placed? Aren't affected by physics at all? Just basically censors/zones?
Gracias  |
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luke Site Admin
Joined: 15 Oct 2004 Posts: 621
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Posted: Thu Mar 24, 2005 11:17 pm Post subject: |
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Hi,
TA::DynamicObject::SetMovementDisabled(true) will do the trick. |
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kurtz
Joined: 02 Apr 2005 Posts: 56
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Posted: Fri Apr 08, 2005 6:28 pm Post subject: |
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Hmmm...... I gave this a shot, and it seems as though SetMovementDisabled() overrides the Ghost setting. This seems to be documented in the SetMovementDisabled() function: "This object will appear totally solid to other objects", however, this seems to mean it no longer works as suggested with trigger objects.
Is there another parameter or correct order to call these in to make them work? Thanks! |
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luke Site Admin
Joined: 15 Oct 2004 Posts: 621
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Posted: Fri Apr 08, 2005 11:51 pm Post subject: |
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| Yes, there is a problem there, the collision will be able to be found using the TA::DynamicObject::GetCollisionIterator function on the non ghosted object, but you wont beable to tell what object it actually hit and it wont show up in the processCollision functions. |
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luke Site Admin
Joined: 15 Oct 2004 Posts: 621
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Posted: Sat Apr 16, 2005 10:34 am Post subject: |
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| This is fixed ready for the next release after 1.0.0.3 |
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kurtz
Joined: 02 Apr 2005 Posts: 56
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Posted: Sun Apr 17, 2005 6:39 pm Post subject: |
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Great! Looking forward to that.  |
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