getting vehicles to work against physics objects YAY!
by deepscratch · in Game Mechanics Kit · 08/25/2009 (12:51 pm) · 8 replies
quick change to get vehicles to work against physics objects:
tested with Bullet physics.
in vehicle.cpp, find
tested with Bullet physics.
in vehicle.cpp, find
if (collSpeed > mDataBlock->minImpactSpeed)
onImpact(mCollisionList.mCollision[0].object, collVec);now add this directly below that://.logicking >>
// apply impulse
if (isServerObject() /*|| Physics::getPhysics(false)!=NULL*/)
{
for (int i= 0;i<mCollisionList.getCount();i++)
{
SceneObject* obj = mCollisionList[i].object;
if (obj && (obj->getType() & ShapeBaseObjectType))
{
ShapeBase* shape = static_cast<ShapeBase*>(obj);
static float impulseFactor = 0.12f;
VectorF force = mMass*impulseFactor*-mCollisionList[i].normal;
shape->applyImpulse(mCollisionList[i].point,force);
}
}
}
//.logicking <<recompile, make a wall of boxes, or scatter some boxes about, mount a vehicle and have fun driving into themAbout the author
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#2
But yeah I tried to drive a vehicle into a softObject without this so far and got a crap load of bad bin range errors. So I will have to try this out and see if it does the trick.
Although it would be even better if you guys made physics vehicles hint hint.
08/25/2009 (2:02 pm)
Thats odd I thought the collision code included with Rigid::resolveCollision, Vehicle::updatePos, and Vehicle::resolveCollision would do that already as long as you added the necessary script to go with it.But yeah I tried to drive a vehicle into a softObject without this so far and got a crap load of bad bin range errors. So I will have to try this out and see if it does the trick.
Although it would be even better if you guys made physics vehicles hint hint.
#3
08/25/2009 (11:21 pm)
Awesome! I'll have to try this.
#4
09/02/2009 (1:42 pm)
Just a thought here but in the PhysX resource I released an update to a little while back, vehicles were simply given capsules or such to interact with the world. In this case can't you sort of do the same?
#5
Yeah, if the vehicles got the capsule they will be able to collide with clothes and softbodies.
09/04/2009 (8:18 am)
>Just a thought here but in the PhysX resource I released an update to a >little while back, vehicles were simply given capsules or such to >interact with the world. In this case can't you sort of do the same?Yeah, if the vehicles got the capsule they will be able to collide with clothes and softbodies.
#6
05/22/2010 (3:01 pm)
I can't use vehicles at all since patching in GMK, was hoping this code would help but I guess its something else. Not sure why the default vehicle was affected by adding GMK yet...
#7
05/31/2010 (2:24 pm)
Disabling the physics got me back into vehicles once again. So now I know it's the physics section that is disabling vehicles. I'll putz around with this more when time permits...
#8
06/01/2010 (3:30 pm)
maybe its the binding of the e key set by gmk?... if you had it set to enter the vehicle as in some mods.
Torque Owner Yuri Dobronravin
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Awesome stuff! Have to try it by myself!