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View Full Version : collideNone() failing to stop collision


spdegabrielle
05-07-2009, 07:22 AM
Hi, I'm using object.collideNone() to stop the viewer from colliding with 'ghost' objects in our maze - but it still seems to collide. (with weird jumpy/falling results)

I don't want to set <viewpoint>.collision(viz.OFF), as this stops the viewer from walking through walls.

I'm sure this must be in the documentation somewhere - but I can't find it.

Any suggestions?

spdegabrielle
05-07-2009, 09:11 AM
Found it

mazeObject.disable(viz.COLLISION)

will stop the viewer from bumping into an object.

object.collideNone() no effect - I assume it is just for the objects benefit.

s.

spdegabrielle
05-07-2009, 09:21 AM
disable(vis.COLLISION) is not mentioned anywhere in the manuals.

[vis.INTERSECTION gets a mention under node3d.disable - but not vis.COLLISION]

Gladsomebeast
05-07-2009, 01:35 PM
Maintaining up to date docs is a challenging task for Vizard (or any 3D engine). Is certainly no excuse of course.

I work with the viz.py and vizact.py files open in Vizard and constantly reference them as I code. It's one of the benefits of Vizard's openish architecture.

The object.collideNone() function removes rigid body physics shapes from a node. A separate system from the viz.COLLISION stuff.