DTS Collision and Scale issue
by Tim Newsome-Ward · in Torque X 3D · 11/05/2009 (11:42 am) · 4 replies
Hey guys & girls,
I was wondering if anyone had any issues’ with scaling a static DTS shape and losing their collision?
I've been trying to get collision working using a test polygon, just to see if my character can bounce off it.
It works fine when I try it, but if I scale the static shape the collision goes. I've made a quick two videos to show:
With collision:
www.vimeo.com/7453771
No Collision:
www.vimeo.com/7453806
I'm not sure if it’s a problem with the bounding box, but as I understand polysoup it calculates collision against each triangle in the mesh.
Anyway, any help would be appreciated!:-)
Thanks,
I was wondering if anyone had any issues’ with scaling a static DTS shape and losing their collision?
I've been trying to get collision working using a test polygon, just to see if my character can bounce off it.
It works fine when I try it, but if I scale the static shape the collision goes. I've made a quick two videos to show:
With collision:
www.vimeo.com/7453771
No Collision:
www.vimeo.com/7453806
I'm not sure if it’s a problem with the bounding box, but as I understand polysoup it calculates collision against each triangle in the mesh.
Anyway, any help would be appreciated!:-)
Thanks,
About the author
Co-owner of Desktop Daydreams Studios. An Independent Game Studio and outsourcing service. www.desktopdaydreams.com
#2
11/06/2009 (3:32 pm)
Wow, that is pretty messed up. I've been having some goofy behavior with scaling and collision also. I chalked it up to my Torque n00bness, but at least I am not alone. I will mess with your example this weekend and see if I can break anything and post some results.
#3
Yeah I'm in the nOObness clan too. Thanks for the reply, hopefully we can figure a fix or else I may have to move my poject to 2D as TX3D will just been unsuable, this wouldn't be too much of a problem if the builder worked -sigh- ;-)
11/07/2009 (6:46 am)
Ha ha,Yeah I'm in the nOObness clan too. Thanks for the reply, hopefully we can figure a fix or else I may have to move my poject to 2D as TX3D will just been unsuable, this wouldn't be too much of a problem if the builder worked -sigh- ;-)
#4
Again a little more reading and playing around and I realised this works
Although this still won't let you scale the collision box, but I assume that would have to be done manually?
Anyhow, I usually build the models first with the correct scale so this, hopefullt shoul be an issue!
11/11/2009 (2:53 pm)
ok,Again a little more reading and playing around and I realised this works
<StaticGeometry type="GarageGames.Torque.Core.TorqueObject" name="TorqueObject_4705914">
<Components>
<RenderComponent type="GarageGames.Torque.T3D.T3DStaticTSRenderComponent">
<ShapeName>data\shapes\environment\post.dts</ShapeName>
<SceneGroup>TorqueObject_20031746</SceneGroup>
</RenderComponent>
<StaticGeometryComponent type="GarageGames.Torque.T3D.T3DStaticGeometryComponent">
<SceneGroupName>TorqueObject_20031746</SceneGroupName>
<Position>
<X>267.5786</X>
<Y>203.4687</Y>
<Z>5.9</Z>
</Position>
<Rotation>
<X>0</X>
<Y>0</Y>
<Z>0.6448342</Z>
<W>0.7643226</W>
</Rotation>
<Scale>
<X>1</X>
<Y>1</Y>
<Z>1</Z>
</Scale>
</StaticGeometryComponent>
<RigidComponent type="GarageGames.Torque.T3D.T3DRigidComponent">
<RigidManager nameRef="RigidManager" />
<Immovable>true</Immovable>
</RigidComponent>
</Components>
</StaticGeometry>Although this still won't let you scale the collision box, but I assume that would have to be done manually?
Anyhow, I usually build the models first with the correct scale so this, hopefullt shoul be an issue!
Torque 3D Owner Tim Newsome-Ward
Desktop Daydreams
But this is getting a little frustrating. Ok I've figured out now that there are some errors with the whole world of 3D matrix transformations within Torque X.
I have simpley added a shape to my level using the xml:
<StaticGeometry type="GarageGames.Torque.Core.TorqueObject"> <Components> <RenderComponent type="GarageGames.Torque.T3D.T3DStaticTSRenderComponent"> <ShapeName>datashapesenvironmentskip.dts</ShapeName> </RenderComponent> <StaticGeometryComponent type="GarageGames.Torque.T3D.T3DStaticGeometryComponent"> <Rotation> <X>0</X> <Y>0</Y> <Z>0</Z> <W>0</W> </Rotation> <Position> <X>350</X> <Y>300</Y> <Z>6.5</Z> </Position> <Scale> <X>1</X> <Y>1</Y> <Z>1</Z> </Scale> </StaticGeometryComponent> <RigidComponent type="GarageGames.Torque.T3D.T3DRigidComponent"> <RigidManager nameRef="RigidManager" /> <Immovable>true</Immovable> </RigidComponent> </Components> </StaticGeometry>Now the only transform that works properly is position and scale(although collision vanishes). If i try and rotate the shape within the XML, it SCALES instead?
I would really appreciate someones insight on this and if anyone else has encountered this problem.
Just to note, I tried this on the FPS demo and the same things happen?
Thanks