FORUM CLOSED, PLEASE REGISTER AT FORUM.SIO2INTERACTIVE.COM
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Physic objects - ghost, invisible...

2 posters

Go down

Physic objects - ghost, invisible... Empty Physic objects - ghost, invisible...

Post  _-MADMAN-_ Wed Jun 10, 2009 7:34 am

Hi,

I have level divided into many sectors (boxes). I'm using sensor init collision to detect in which sector player already is, which is already leaving and which sectors are available from actual sector. Quite simply, structural mechanism, but I can't find the way to create box visible for rigid dynamics world (so collision sensor will work), but insensible for damping etc. (so player could freely walk through them).

I have tried flags (as in tut14 for fog), but sensors do not react after that.

Any help will be great!

Regards,
Mad

_-MADMAN-_

Posts : 52
Join date : 2009-04-23

Back to top Go down

Physic objects - ghost, invisible... Empty Re: Physic objects - ghost, invisible...

Post  sio2interactive Wed Jun 10, 2009 5:14 pm

Code:


      _SIO2object->_btRigidBody->setCollisionFlags( _SIO2object->_btRigidBody->getCollisionFlags() |
                                         btCollisionObject::CF_NO_CONTACT_RESPONSE );


sio2interactive
sio2interactive

Posts : 1526
Join date : 2008-08-26
Age : 43
Location : Shanghai

http://sio2interactive.com

Back to top Go down

Physic objects - ghost, invisible... Empty Re: Physic objects - ghost, invisible...

Post  _-MADMAN-_ Thu Jun 11, 2009 3:54 am

Perfectly - thank you. That answers few other questions I had Wink

_-MADMAN-_

Posts : 52
Join date : 2009-04-23

Back to top Go down

Physic objects - ghost, invisible... Empty Re: Physic objects - ghost, invisible...

Post  Sponsored content


Sponsored content


Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum