Where is the collision testing?

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Where is the collision testing?

mlunzena
Hello,

I searched the code (obviously not long enough or not systematically) for the part where the collision of the avatar is tested against its surroundings.

Usually the avatar either climbs up or goes through solid walls.. but where is this decided in the code?

Could you please provide some hints?

Thanks a lot,
Marcus
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Re: Where is the collision testing?

hendikon
TQuadTree i think
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Re: Where is the collision testing?

Brad Fowlow-2
In reply to this post by mlunzena

Start in TAvatarReplica fall   (which is part of each driveStep)

It doesn't do collision detection with walls;
it follows the ground using some heuristics about detecting
the appropriate ground based on the avatar position.

The avatar carries a TRay (downPointer)  that uses
ray pick to locate that ground.

-brad


>
> Hello,
>
> I searched the code (obviously not long enough or not  
> systematically) for
> the part where the collision of the avatar is tested against its
> surroundings.
>
> Usually the avatar either climbs up or goes through solid walls..  
> but where
> is this decided in the code?
>
> Could you please provide some hints?
>
> Thanks a lot,
> Marcus
> --
> View this message in context: http://www.nabble.com/Where-is-the- 
> collision-testing--tf3856457.html#a10926033
> Sent from the Croquet - Dev mailing list archive at Nabble.com.
>