dongju.jeong Posted April 14, 2020 Share Posted April 14, 2020 (edited) Are node translate and continuous collisions irrelevant? If the speed of node movement is high, it seems that collision processing is not performed. test body is RigidBody and shape capsule. Also, the callback function is not called when moving through Humu even if the speed is slow. this function is not exist in ManagerInterface class of IG Interface in2.9v. Is it impossible to handle terrain collision in version 2.9? Edited April 14, 2020 by dongju.jeong Link to comment
morbid Posted April 14, 2020 Share Posted April 14, 2020 3 hours ago, dongju.jeong said: Are node translate and continuous collisions irrelevant? CCD will not work with Node translate. If you're implementing shooting I suggest intersection rays for this. Use World::get()->getIntersection(prev_frame_pos, current_frame_pos); in update. Thanks. 1 How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
dongju.jeong Posted April 14, 2020 Author Share Posted April 14, 2020 then Does IG's CollisionVol Response apply affect like CCD to fast-moving objects? If the Entity moves too fast, may the Collision Response not occur? Link to comment
morbid Posted April 14, 2020 Share Posted April 14, 2020 1 hour ago, dongju.jeong said: then Does IG's CollisionVol Response apply affect like CCD to fast-moving objects? Real CCD works with physics only, IG has very limited physics support and it would not work with native CCD implementation. Collision Volume is a CIGI term that we translated to the engine as a physical shape and it is used in a limited number of cases. CCD is not one of these cases. 1 hour ago, dongju.jeong said: If the Entity moves too fast, may the Collision Response not occur? Usually, this is solved with a capsule body. But if you're working with IG you need ray casting instead: World::getIntersection(prev_pos, cur_por); Let me rephrase, in your case you can only use intersection rays to detect collision. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
dongju.jeong Posted April 14, 2020 Author Share Posted April 14, 2020 ok, if the object is too fast, the Collision Response may not work automatically, and I need to send CollisionResponse Packet manually using separate RayCasting. thank you. Link to comment
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