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Physic objects - ghost, invisible...

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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

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Post  sio2interactive Wed Jun 10, 2009 5:14 pm

Code:


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


sio2interactive
sio2interactive

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Location : Shanghai

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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

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