Can StaticShape use Polysoup?
by Steve Acaster · in Torque 3D Professional · 07/20/2009 (8:37 am) · 8 replies
Can StaticShape use Polysoup/Visible Mesh collision-type?
I've a feeling that the answer is no, but figured I'd ask those in the know.
I've a feeling that the answer is no, but figured I'd ask those in the know.
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#2
I think the "new feature" refers to the drop down collision-type for TSStatic rather than any reference to StaticShapedata.
07/20/2009 (11:12 am)
StaticShape isn't the same as TSStatic which is something which has been a source of confusion to me previously (and probably still is to some extent!).I think the "new feature" refers to the drop down collision-type for TSStatic rather than any reference to StaticShapedata.
#3
Nicolas Buquet
07/20/2009 (1:14 pm)
Sorry, you're right : I read to fast and was to happy to bring you some information for once.Nicolas Buquet
#5
TSStatic = completely non-animated meshes.
StaticShape = meshes that are animated but don't need all the capabilities of PlayerShapes (not sure this is the correct label right now). Think ceiling fans, doors, treasure chests, etc.
07/20/2009 (3:22 pm)
I have never been able to use PolySoup on a StaticShape. Due to the confusion between TSStatic and StaticShape (which I believe many people have) I was never able to get a definitive answer to whether it was possible. The new TSShapeConstructor will, however, add a collision mesh to a StaticShape...but its not polysoup. TSStatic = completely non-animated meshes.
StaticShape = meshes that are animated but don't need all the capabilities of PlayerShapes (not sure this is the correct label right now). Think ceiling fans, doors, treasure chests, etc.
#6
TSStatic = stationary, non-interactive prop. StaticShape = a scripted prop that can be animated, destroyed, used, etc.
Out of the box functionality is no polysoup for StaticShapes. One reason being that if you destroy the StaticShape and the shape changes you have to alter the polysoup collision mesh -- which it doesn't do automatically. Another example is to think of a StaticShape door, which can have movement (open/close) -- polysoup meshes are not meant to be moved.
I think that what is meant by
07/20/2009 (4:25 pm)
A simple distinction between TSSTatic and StaticShape:Out of the box functionality is no polysoup for StaticShapes. One reason being that if you destroy the StaticShape and the shape changes you have to alter the polysoup collision mesh -- which it doesn't do automatically. Another example is to think of a StaticShape door, which can have movement (open/close) -- polysoup meshes are not meant to be moved.
I think that what is meant by
Quote:Is that a simpler primitive polysoup mesh can be loaded for a shape instead of the more highly accurate mesh based collision. This would be an optimization feature.
Quote:Added the ability to load a polysoup collision mesh for a TSStatic
#7
Cheers for confirmation.
07/20/2009 (5:10 pm)
DynamicShape would have been a better descriptive name to call it ... or ScriptObject.Quote:I figured that was why it wouldn't be possible.
polysoup meshes are not meant to be moved.
Cheers for confirmation.
#8
07/23/2009 (11:58 am)
As a clarification to what Michael said already, movement of the entire object or destruction of the entire object would not be a problem for polysoup - both of those are possible with TSStatic. What polysoup cannot handle though is skinned meshes ... that is to say StaticShape can play animations and TSStatic cannot.
Torque 3D Owner Nicolas Buquet
So, I think the answer is YES ! :-)
Nicolas Buquet
www.buquet-net.com/cv/