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gamedev:colliders [2012/11/30 15:53] dragonlordgamedev:colliders [2024/03/14 16:34] (current) dragonlord
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 +{{tag>physics collider collision}}
 <WRAP youarehere> <WRAP youarehere>
-[[:start|Start Page]] >> [[gamedev:main|Game Development with the Drag[en]gine]] >> **Physics with colliders**+[[:start|Start Page]] >> [[:gamedev|Game Development with the Drag[en]gine]] >> **Physics with colliders**
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 ====== Attachments ====== ====== Attachments ======
-One of the strength of the collider system is that you can attach one collider to another one at runtime. This way you can build complex game entities composed of multiple individual colliders. The game scripts do not have to worry about moving colliders with their attached parent colliders since the physics module takes care of this. Colliders can be attached using one of the various ways. Each has different a different use.+One of the strength of the collider system is that you can attach positional resources to colliders at runtime. This way you can build complex game entities composed of multiple individual colliders with resources attached to them. The game scripts do not have to worry about moving collider with their attached resources since the physics module takes care of this. Resources can be attached using one of the various ways. Each has different a different use. The following types of resources can be attached: 
 +  * #@LinkApiDocDE2_HTML~classdeBillboard.html,Billboard~@# 
 +  * #@LinkApiDocDE2_HTML~classdeCamera.html,Camera~@# 
 +  * #@LinkApiDocDE2_HTML~classdeCollider.html,Collider~@# 
 +  * #@LinkApiDocDE2_HTML~classdeComponent.html,Component~@# 
 +  * #@LinkApiDocDE2_HTML~classdeDebugDrawer.html,DebugDrawer~@# 
 +  * #@LinkApiDocDE2_HTML~classdeEnvMapProbe.html,EnvMapProbe~@# 
 +  * #@LinkApiDocDE2_HTML~classdeForceField.html,ForceField~@# 
 +  * #@LinkApiDocDE2_HTML~classdeLight.html,Light~@# 
 +  * #@LinkApiDocDE2_HTML~classdeLumimeter.html,Lumimeter~@# 
 +  * #@LinkApiDocDE2_HTML~classdeMicrophone.html,Microphone~@# 
 +  * #@LinkApiDocDE2_HTML~classdeNavigationSpace.html,NavigationSpace~@# 
 +  * #@LinkApiDocDE2_HTML~classdeParticleEmitterInstance.html,ParticleEmitterInstance~@# 
 +  * #@LinkApiDocDE2_HTML~classdePropField.html,PropField~@# 
 +  * #@LinkApiDocDE2_HTML~classdeSpeaker.html,Speaker~@# 
 +  * #@LinkApiDocDE2_HTML~classdeTouchSensor.html,TouchSensor~@#
  
 ===== Static Attachment ===== ===== Static Attachment =====
-State attachments are the most easy ones. You specify a position and orientation relative to the parent collider coordinate system. The physics module then ensures that the collider always keeps the same position relative to the parent. Therefore the collider is attached statically to the parent collider. A typical use is to attach a prop to a another prop like an arrow to a box it has been shot into. If you use a [[gamedev:constraints|Constraint]] then the attached prop can move according to this constraint. Otherwise it does not change it's position relative to the parent collider.+State attachments are the most easy ones. You specify a position and orientation relative to the parent collider coordinate system. The physics module then ensures that the resource always keeps the same position relative to the collider. Therefore the resource is attached statically to the parent collider. A typical use is to attach a prop to a another prop like an arrow to a box it has been shot into. If you use a [[gamedev:constraints|Constraint]] then the attached prop can move according to this constraint. Otherwise it does not change it's position relative to the parent collider.
  
 ===== Bone Attachment ===== ===== Bone Attachment =====
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 ===== Rig Attachment ===== ===== Rig Attachment =====
-Rig attachments are another step further. Instead of attaching to a bone in the parent collider it attaches to the rig in the parent collider. Therefore this kind of attachment can only be used with colliders of type component or a rig collider. It does not work with a collider volume since it has no rig. What happens is hat the bone of the rig of the attached collider are mapped to the bones of the rig of the parent collider. Matching bones take over the state of their parent bones. This can be used to attach for example cloth to an actor. The cloth moves then accordingly to the actor since it uses the bone states of the parent collider. You can not use a constraint for this type of attachment since there exists no single point of attachment.+Rig attachments are another step further. Instead of attaching to a bone in the parent collider it attaches to the rig in the parent collider. Therefore this kind of attachment can only be used with collider resources of type component or a rig. What happens is hat the bone of the rig of the attached collider are mapped to the bones of the rig of the parent collider. Matching bones take over the state of their parent bones. This can be used to attach for example cloth to an actor. The cloth moves then accordingly to the actor since it uses the bone states of the parent collider. You can not use a constraint for this type of attachment since there exists no single point of attachment.
  
 ====== Physical Properties ====== ====== Physical Properties ======
gamedev/colliders.1354290786.txt.gz · Last modified: 2012/11/30 15:53 by dragonlord