Physic objects - ghost, invisible...
2 posters
Physic objects - ghost, invisible...
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
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
Re: Physic objects - ghost, invisible...
- Code:
_SIO2object->_btRigidBody->setCollisionFlags( _SIO2object->_btRigidBody->getCollisionFlags() |
btCollisionObject::CF_NO_CONTACT_RESPONSE );
Re: Physic objects - ghost, invisible...
Perfectly - thank you. That answers few other questions I had
_-MADMAN-_- Posts : 52
Join date : 2009-04-23
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