NoBroadphase collision event
Posted: Thu Feb 07, 2013 11:54 am
Hi,
I have some 'kinematic' hit zones that I raycast bullets against and the hit zones have no broadphase so they don't interfere with anything else. Works fine for raycasts but now I want an entity-based projectile to collide with them but obviously since they have no broadphase it goes right through them. Is there a way to get a collision event but still leave the hit zones as 'dummy physics' objects? (I update their position to match the characters bones manually elsewhere). I tried ContactCreated. I could do a simple sphere check myself to see if they collide but just thought I'd check first since I already use the event for when the projectiles hit static meshes.
EDIT: Actually "InitialCollisionDetectedEventHandler" seems to be working, but I don't get Contact data with that and thus no normal, which I was using but could workaround.
I have some 'kinematic' hit zones that I raycast bullets against and the hit zones have no broadphase so they don't interfere with anything else. Works fine for raycasts but now I want an entity-based projectile to collide with them but obviously since they have no broadphase it goes right through them. Is there a way to get a collision event but still leave the hit zones as 'dummy physics' objects? (I update their position to match the characters bones manually elsewhere). I tried ContactCreated. I could do a simple sphere check myself to see if they collide but just thought I'd check first since I already use the event for when the projectiles hit static meshes.
EDIT: Actually "InitialCollisionDetectedEventHandler" seems to be working, but I don't get Contact data with that and thus no normal, which I was using but could workaround.