CLAMP response bug
by Michael Woerister · in Torque Game Builder · 01/16/2006 (7:58 am) · 22 replies
EDIT: this is T2D 1.1 ALPHA 2
It seems there is a bug in the CLAMP collision response. If I set a constant force for the scenegraph and let one object sit on a immoveable other one, the first object slowly sinks into the other one:

Here is the code I use:
This does not happen if both objects are set to RIGID.
- Michael
It seems there is a bug in the CLAMP collision response. If I set a constant force for the scenegraph and let one object sit on a immoveable other one, the first object slowly sinks into the other one:
Here is the code I use:
...
// ************************************************************************
//
// Add your custom code here...
//
// ************************************************************************
t2dScene.setConstantForce("0 50",true);
t2dScene.setDebugOn(255);
$floor = new t2dStaticSprite() {scenegraph = t2dScene;};
$floor.setImageMap(imageMap1234);
$floor.setImmovable( true );
$floor.setPosition("0 25");
$floor.setSize("80 10");
$floor.setGroup(1);
$floor.setCollisionPolyPrimitive(4);
$floor.setCollisionActive(true,true);
$floor.setCollisionPhysics(true,true);
$floor.setCollisionResponse( CLAMP );
$obj = new t2dStaticSprite() {scenegraph = t2dScene;};
$obj.setImageMap(imageMap1234);
$obj.setFrame(1);
$obj.setPosition("0 0");
$obj.setSize("10 10");
$obj.setCollisionMasks(BIT(1));
$obj.setCollisionPolyPrimitive(4);
$obj.setCollisionActive(true,true);
$obj.setCollisionPhysics(true,true);
$obj.setCollisionResponse( CLAMP );
$actionmap = new ActionMap();
$actionmap.bindCmd(keyboard,"a","$obj.setLinearVelocityX(-50);","$obj.setLinearVelocityX(0);");
$actionmap.bindCmd(keyboard,"d","$obj.setLinearVelocityX(50);","$obj.setLinearVelocityX(0);");
$actionmap.bindCmd(keyboard,"w","$obj.setImpulseForce(\"0 -100\");","");
$actionmap.push();This does not happen if both objects are set to RIGID.
- Michael
Torque Owner Adam Johnston
Excepting tiles in one direction, wich attempt has been delayed in order to get *mass* as
levels, heros, music, arms. I think I have now every piece I need.
I can't disclose more, but when our game will be in a decent state it will be posted here.
Of course we want to employ the *impact* factor.
I think ending march.
Regards.