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hidden models collide


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To continue the thread located here

 

attached is the project that demonstrates the error

 

in the constructor of cobblestone, if you change the "setmass" from 1 to 0 for models P1 through P8 then the problem is resolved. Just make sure to un-comment "setmass(1);" in the break function for models P1 through P8.

 

Press 'enter' to throw a stone once they have collided a few time the full model disappears. when you set the mass to 0 in the constructor and in the break function set the mass to 1, it behaves as expected.

 

~Xtreampb~

bool Life()
{
 while(death=false)
 {
   if(death==true)
   return death;
 }
}

 

I have found the secret to infinite life

 

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apparently my zip file didn't make it. Attempt to attach again...

 

Edit: Oh there is an "Attach This File" button i forgot to press dry.png

 

i removed the executables so you are going to have to build this yourself...

bool Life()
{
 while(death=false)
 {
   if(death==true)
   return death;
 }
}

 

I have found the secret to infinite life

 

Did I help you out? Like my post!

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still nothing. Maybe only Josh sees your attachment? :)

Or maybe you need to wait longer to finish the uploading.

 

btw. you can also attach files later on to your posts if you edit it with the full Editor.

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I don't know what I am supposed to be looking for in this example. If I change your commented code in the cobblestone constructor, or if I leave it the same, all that happens is I see 6 blocks stacked up.

 

I set a breakpoint in your function CSColl() and it never gets hit.

My job is to make tools you love, with the features you want, and performance you can't live without.

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Okay, seeing some weird behavior now. Hidden models do seem to be colliding...no idea how this can be happening yet.

 

I don't think there's any error in my code. I am contacting the author of the physics library.

 

 

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  • 1 month later...

Unfortunately I cannot tell what is supposed to be happening in this program and cannot spend any more time on it. According to the posts above I had a handle on it at one point, but I have forgotten what I did, and can't spend dissecting the program again.

 

If you can provide an example that clearly demonstrates the issue I will be happy to look at it.

 

 

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This example shows that hidden models do not collide:

#include "App.h"

using namespace Leadwerks;

App::App() : window(NULL), context(NULL), world(NULL), camera(NULL) {}

App::~App() { delete world; delete window; }

Entity* entity = NULL;

bool App::Start()
{
window = Window::Create();
context = Context::Create(window);
world = World::Create();
camera = Camera::Create();
camera->SetRotation(35,0,0);
camera->Move(0,0,-6);
Light* light = DirectionalLight::Create();
light->SetRotation(35,35,0);

//Create the ground
Model* ground = Model::Box(10,1,10);
ground->SetPosition(0,0,-0.5);
ground->SetColor(0.0,1.0,0.0);

//Create a shape
Shape* shape = Shape::Box(0,0,0, 0,0,0, 10,1,10);
ground->SetShape(shape);
shape->Release();

//Create a model
entity = Model::Box();
entity->SetColor(0.0,0.0,1.0);
entity->SetPosition(0,3,0);
entity->SetMass(1);
entity->Hide();

//Create a shape
shape = Shape::Box();
entity->SetShape(shape);
shape->Release();

return true;
}

bool App::Loop()
{
if (window->Closed() || window->KeyDown(Key::Escape)) return false;

Time::Update();
world->Update();
world->Render();

context->SetBlendMode(Blend::Alpha);
context->DrawText(entity->GetPosition().ToString(),2,2);

context->Sync();

return true;
}

 

 

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