A Few Mechanical Questions
Posted: Sat Feb 21, 2015 3:21 am
Hello,
I am porting a game from a different physics engine and have run into some things I can't figure out a translation for.
What is the best way to do one-off collision detection against a Space? For example a shape that represents an area of effect to find all other Entities in the volume to apply some effect to. I see how to get a list of broad phase overlaps with a bounding box or sphere but nothing more precise.
How can I manually test for collisions between objects? I see in the GJK Toolbox a static method for two convex shapes but what about with meshes? Is there something for generic collidables?
How would I go about viewing and altering contacts between objects and the force/impulse they apply on each other before their contacts are solved? I want to apply impact damage to objects which could destroy one object and alter/invalidate the contact data.
Thank you for your time.
I am porting a game from a different physics engine and have run into some things I can't figure out a translation for.
What is the best way to do one-off collision detection against a Space? For example a shape that represents an area of effect to find all other Entities in the volume to apply some effect to. I see how to get a list of broad phase overlaps with a bounding box or sphere but nothing more precise.
How can I manually test for collisions between objects? I see in the GJK Toolbox a static method for two convex shapes but what about with meshes? Is there something for generic collidables?
How would I go about viewing and altering contacts between objects and the force/impulse they apply on each other before their contacts are solved? I want to apply impact damage to objects which could destroy one object and alter/invalidate the contact data.
Thank you for your time.