Does "StaticShape" have the same collision type as "TSStatic"?
by Tom Giant · in Torque 3D Professional · 02/14/2011 (4:46 am) · 6 replies
I created some "StaticShape" objects by script, but no collision detection on these objects. I referred to the document, it seems to need collision geometry to just go.
As far as I know, "TSStatic" has the property "collisionType", it can use "Visible Mesh" or "Bounds" as collision detection data.
Can "StaticShape" use "Visible Mesh" as collision detection data?
Actually I need the functions "mountObject"(supported by StaticShape) and "Visible Mesh As Collision Detection Data"(supported by TSStatic). What should I do? (may have to modify source)
Does anybody know that? Thanks for any help in advance.
Quote:
The DTS or DAE model used for the ShapeBase object has the following requirements:
Detail Levels
collision-N
Convex geometry used for collision detection. N is a integer from 1 to 8.
As far as I know, "TSStatic" has the property "collisionType", it can use "Visible Mesh" or "Bounds" as collision detection data.
Can "StaticShape" use "Visible Mesh" as collision detection data?
Actually I need the functions "mountObject"(supported by StaticShape) and "Visible Mesh As Collision Detection Data"(supported by TSStatic). What should I do? (may have to modify source)
Does anybody know that? Thanks for any help in advance.
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#2
02/14/2011 (3:08 pm)
On this same topic...is there a reason to use a StaticShape over a TSStatic...almost ever?
#3
StaticShape also supports more animations than just the default cyclical "ambient" animation that TSStatic supports.
02/14/2011 (4:11 pm)
StaticShape's use datablocks which are transmitted just once whereas each instance of a TSStatic will transmit the shape file name and path which can really add up in a big scene. Using a bunch of StaticShape's that point to a single datablock can significantly speed up level load times (and reduce server bandwidth).StaticShape also supports more animations than just the default cyclical "ambient" animation that TSStatic supports.
#4
02/15/2011 (4:16 am)
I like to think of StaticShapes as interactable scripted objects - write some simple script and do things with them - and TSStatics as simple props or set decoration to be looked at. Both have separate uses. it's possible to add "more" to a TSStatic class but that will take some extra coding on your part. It would even be possible to remove some "fluff" from StaticObects as a basis for a new lighter weight scripted object class.
#5
Also, don't forget that with the datablock system comes datablock callbacks. Which Michael kind of just said, but it's an important point :P.
02/15/2011 (4:35 am)
Is there much of a performance delta between StaticShapes and TSStatics, aside from on level load?Also, don't forget that with the datablock system comes datablock callbacks. Which Michael kind of just said, but it's an important point :P.
#6
They really should have been called DynamicShape to avoid beginner confusion. This completely threw me when I started. :P
02/15/2011 (8:20 am)
Quote:
StaticShapes as interactable scripted objects
They really should have been called DynamicShape to avoid beginner confusion. This completely threw me when I started. :P
Associate Steve Acaster
[YorkshireRifles.com]
StaticShape derives from shapeBase so it's bloaty. I've always been told that you would be better off coding a new class of object.