Point of collision
by Roshan Kuriyan · in Torque Game Engine Advanced · 07/09/2006 (9:31 pm) · 9 replies
Hai all
When my vehicle is colliding with anything i need the point or world coordinates where it is colliding.
Is there any command to get it.
thanks in advance
When my vehicle is colliding with anything i need the point or world coordinates where it is colliding.
Is there any command to get it.
thanks in advance
#2
07/10/2006 (11:38 pm)
The vehicle generates a list of collision points when it does its physics. Grab the list, choose points, emit sparks.
#3
or is there any function to get the list of collision points
07/11/2006 (12:32 am)
R u specifying the buildpolylist functionor is there any function to get the list of collision points
#4
We can write all the docs in the world but sometimes the easiest thing to do is just read over the source. ;)
07/11/2006 (2:33 pm)
Look over bool Vehicle::updateCollision(F32 dt) - in general, if you take a few hours to read through ALL the vehicle code and take some notes, you'll find that you'll a) have a good idea what's going on in there, or at least a better one and b) know where everything you want is.We can write all the docs in the world but sometimes the easiest thing to do is just read over the source. ;)
#5
I thought there would be some resources or script level console commands to get the
collision coordinate
07/13/2006 (8:08 pm)
Thanks ben I thought there would be some resources or script level console commands to get the
collision coordinate
#6
07/13/2006 (9:17 pm)
There's an onCollision call back for some objects - maybe that has what you want?
#7
function WheeledVehicleData::onCollision(%this,%obj,%col,%vec,%speed)
%this - client object that calls this function
%obj - objects that collides
%col - object recevies to the collision
%speed - speed of the %obj on collision
what dose %vec
It returns some 3Fpoint value
Will that hepl me in any way
07/14/2006 (7:37 pm)
Vehicle onCollision call back function is as followsfunction WheeledVehicleData::onCollision(%this,%obj,%col,%vec,%speed)
%this - client object that calls this function
%obj - objects that collides
%col - object recevies to the collision
%speed - speed of the %obj on collision
what dose %vec
It returns some 3Fpoint value
Will that hepl me in any way
#8
%vec is the relative velocity of the two objects.
If you look at updateCollision and resolveContacts you'll see there is a CollisionList being passed in - which contains an array of the Collision structure, which contains a pointer to the colliding object, as well as the point and normal of the collision point!
If you go to Vehicle::processTick, around line 646 of vehicle.cpp or so is a pretty good spot to add something to loop over mCollisionList and issue a callback.
07/14/2006 (11:04 pm)
%this is the datablock of the vehicle being collided with.%vec is the relative velocity of the two objects.
If you look at updateCollision and resolveContacts you'll see there is a CollisionList being passed in - which contains an array of the Collision structure, which contains a pointer to the colliding object, as well as the point and normal of the collision point!
If you go to Vehicle::processTick, around line 646 of vehicle.cpp or so is a pretty good spot to add something to loop over mCollisionList and issue a callback.
#9
here is how v found .
in vehicle.cpp u can find a for loop for the colision points near 1658 line no . we took those points and added to the emiter point of the dust particle effects , removed the offset points .in the line no 1546.
now when vehicle on colloid dust will appear on the point of collision .
thanks u
07/17/2006 (6:59 pm)
Thanks a lot Ben , it works fine . here is how v found .
in vehicle.cpp u can find a for loop for the colision points near 1658 line no . we took those points and added to the emiter point of the dust particle effects , removed the offset points .in the line no 1546.
now when vehicle on colloid dust will appear on the point of collision .
thanks u
Torque Owner Roshan Kuriyan
Default Studio Name
when my vehicle collides with other vehicles or a dif i want fire sparks at the portion
where its colliding.I able to create sparks with particle emmiter,but could not place
it in the exact point of collision. Could any one tell how to get that point where its colliding.
Thanks