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by Redacted · 07/26/2004 (9:01 pm) · 9 comments
This Resource is no longer available This Resource is no longer available This Resource is no longer available This Resource is no longer available This Resource is no longer available This Resource is no longer available This Resource is no longer available This Resource is no longer available This Resource is no longer available This Resource is no longer available This Resource is no longer available This Resource is no longer available This Resource is no longer available This Resource is no longer available This Resource is no longer available This Resource is no longer available
#2
07/26/2004 (9:05 pm)
Do you have any models to test it with?
#3
07/27/2004 (6:08 am)
hmm this could be useful for things like aeroplane collision, where wings can be knocked off..
#4
07/27/2004 (6:39 am)
...
#5
07/28/2004 (10:58 am)
Awsome, I'll give this a try sometime soon. How many collision states dose this support? Eight?
#6
07/28/2004 (12:25 pm)
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#7
12/27/2006 (9:40 am)
cool!! thanks..
#8
08/20/2007 (5:52 am)
Can anyone update this for the version 1.5.2? I tried to implement this to the engine, but the code are too different, and im still not that familiar with the engine.bool ShapeBase::castRay(const Point3F &start, const Point3F &end, RayInfo* info){ if (mShapeInstance) { RayInfo shortest; shortest.t = 1e8; info->object = NULL; for (U32 i = 0; i < ShapeBaseData::MaxCollisionShapes; i++) { if (mDataBlock->LOSDetails[i] != -1) {
#9
03/26/2012 (5:39 pm)
Hey, this resource appears to be no longer available. 
Torque Owner Redacted