GetWorldPoint()
by Phillip O'Shea · in Torque Game Builder · 05/14/2008 (7:49 pm) · 4 replies
I might have missed something here, but it looks as if getWorldPoint ignores the flip status of the object in question.
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#2
Lets say a 10x10 object is at the point (50, 0). The world point for (0 0) is just (50, 0), and the world point for (-1 0) is (45, 0), but if the object is flipped, the internal point *should* now be (55, 0).
It really depends how you want to look at it. Should internal points be considered flipped? I understand the logic for not doing it, but I understand the flip side (funny pun).
05/15/2008 (1:37 pm)
What about %obj.getWorldPoint("-1 0")?Lets say a 10x10 object is at the point (50, 0). The world point for (0 0) is just (50, 0), and the world point for (-1 0) is (45, 0), but if the object is flipped, the internal point *should* now be (55, 0).
It really depends how you want to look at it. Should internal points be considered flipped? I understand the logic for not doing it, but I understand the flip side (funny pun).
#3
05/15/2008 (1:57 pm)
Oh I see what you are saying. I wonder if flipx correctly flips the collision polygon and the position of linkpoints... if those are stored as object-space positions which are not flipped, that could be a problem.
#4
05/15/2008 (2:01 pm)
It doesn't appear that they do.
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