Solid Item and collision box
by Vincenzo Selvaggio · in Torque Game Engine · 12/05/2006 (9:38 am) · 4 replies
Hi,
I'm new with the engine, I'm trying to create my first item: a ball.
1. Setting the properties (mass, drag, elasticity...) the movement looks good, but I'd like the player doesn't walk through the ball as it happens for Static Shape. Also if I create two ball items, one of them can go through the other one.
2. Is there a way to have the collision box grater than the shape dimension? I mean like we can set the boundingBox of the player. With a bigger collision box I can handle better the collision detection between ball and player, but having a big ball doesn't look good.
If these questions have already an answer please just post me the resource link, I do not find it using site search.
Thank you.
Vincenzo
I'm new with the engine, I'm trying to create my first item: a ball.
1. Setting the properties (mass, drag, elasticity...) the movement looks good, but I'd like the player doesn't walk through the ball as it happens for Static Shape. Also if I create two ball items, one of them can go through the other one.
2. Is there a way to have the collision box grater than the shape dimension? I mean like we can set the boundingBox of the player. With a bigger collision box I can handle better the collision detection between ball and player, but having a big ball doesn't look good.
If these questions have already an answer please just post me the resource link, I do not find it using site search.
Thank you.
Vincenzo
About the author
#3
The '////////////////////////////////Effects Data' part i have not yet tested...
12/06/2006 (10:27 am)
I also have a better build datablock that comes with explanations for what the variables mean, and I tested and removed all the Physics variables that actually DONT do anything.datablock RigidShapeData( testbox )
{
category = "RigidShape";
shapeFile = "~/data/shapes/YOUR DTS HERE.dts";
emap = true;
////////////////////////////////Physics Data
mass = 100; // MASS amount
drag = 0.07;
bodyFriction = 0.01; // Higher = more friction dampen contact/collision forces.
// How slick it is 0=teflon
bodyRestitution = 0.20; //restitution value affects the strength
// of the body's rebound resulting from
//collisions with objects.
// Higher restitution values yield more
// powerful rebound reactions. 1=supper bouncy
dragForce = 20.15; //simulate the constant drag
vertFactor = 0.01; //scalar applied to the velocity drag
integration = 1; //discrete steps with which to process
// physics data per tick (lower is less CPU time?)
collisionTol = 0.15; //minimum collision velocity to trigger a collision contact
contactTol = 0.33; //minimum collision velocity to trigger a full collision
// 1 makes it SINK IE: no collision
////////////////////////////////Effects Data
// minImpactSpeed = 5; // speed for the OnImpact script callback
// softImpactSpeed = 5; // Minimum speed to Play this Impact Sound
// hardImpactSpeed = 15;
/////Splash Data
//splashFreqMod = 300.0; //frequency modulation of a splash
//splashVelEpsilon = 0.5; //threshold speed at which movement to have stopped
//splashEmitter = ParticleEmitterData; //pointers to ParticleEmitterData datablocks
/////Audio Details
//exitSplashSoundVelocity = 2.0;//minimum Velocity for the splash sound to be played
//softSplashSoundVelocity = 1.0;
//mediumSplashSoundVelocity = 2.0;
//hardSplashSoundVelocity = 3.0;
/////Audio Data
//softImpactSound = NULL; //object of type AudioProfile
//hardImpactSound = NULL;
//exitingWater = NULL;
//impactWaterEasy = NULL;
//impactWaterMedium = NULL;
//impactWaterHard = NULL;
//waterWakeSound = NULL;
/////Dust Emitter Details
//triggerDustHeight = 3.0; // Maximum height from the ground will generate dust
//dustHeight = 1.0; // Height of dust effects.
//dustEmitter = ParticleEmitterData; //pointers to ParticleEmitterData datablocks
/////Damage Details
//numDmgEmitterAreas = 0.0; //The number of areas that can display damage effects
//damageEmitter = ParticleEmitterData; //pointers to ParticleEmitterDataBlocks
//damageEmitterOffset[0] = "1.0 1.0 1.0";//Offset point to display damage effects.
};The '////////////////////////////////Effects Data' part i have not yet tested...
#4
Rigid Shape works fine as a solid item, but I was having issue to get my ball bouncy.
Now I'll try your suggestion on how to set the phys parameters.
12/13/2006 (6:01 am)
Thank you again, Rigid Shape works fine as a solid item, but I was having issue to get my ball bouncy.
Now I'll try your suggestion on how to set the phys parameters.
Torque 3D Owner Caylo Gypsyblood