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12045 Posts in 1593 Topics- by 594 Members - Latest Member: AinirishaSpantalpami

23. May 2013, 08:16:29 pm
Xith3D CommunityGeneral CategorySupport (Moderator: Marvin Fröhlich)Creates new Collision System
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maguila007
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« on: 03. December 2008, 07:26:26 pm »

Hi.
I want to create my own Collision System (for learning purpose)
Which is the best way to integrate it with the FirstPersonInputHandler?
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Marvin Fröhlich
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« Reply #1 on: 03. December 2008, 07:45:46 pm »

Hi.
I want to create my own Collision System (for learning purpose)
Which is the best way to integrate it with the FirstPersonInputHandler?

I suggest to simply create an implementation of the XPAL interfaces and abstract classes. Then you don't need to care about the FPIH-integration.

Marvin
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maguila007
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« Reply #2 on: 03. December 2008, 08:26:57 pm »

Mmmm... maybe an entire collision system is too much for now.

I'm looking at the BSPLoaderTest to learn how the JoodePhysicsEngine works.
I can´t understand who provied the proper Collideable list for each frame. I mean, each frame you only has to check collisions against only a few objects.
Where are these triangles selected from the current BSP node?
Where are these selected triangles passed to the collision engine or the FPIH?
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Marvin Fröhlich
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« Reply #3 on: 03. December 2008, 09:05:50 pm »

The FPIH just tells the CollisionEngine to check agains the whole BPS's CollideableGroup. Each shape in the BSP scene has an attached Collideable. After the BSP selection has been performed I use the Bitset to enable/disable the correct shapes. The BSP collideables are generated in CollisionEnabledClusterManager.

Marvin
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