these Compound objects needs collision : true !!

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applePi
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Joined: Sun Jun 25, 2006 7:28 pm

these Compound objects needs collision : true !!

Post by applePi »

Code: Select all

AddSubEntity(Compound, torus1, #PB_Entity_StaticBody) 
the above code means add the torus to the compound entity and pass its geometry as #PB_Entity_StaticBody, this means pass all its bumps and holes. we see the ball can go inside the hole in the compound (the torus)
but the problem if we have compound_1 and compound_2 of the same specifications then they can't collide to each other, even they can collide (as a concave dynamical objects with any other convex object)

i have done tremendous efforts but no luck
i have used:

Code: Select all

SetEntityAttribute(Compound-1, #PB_Entity_DisableContactResponse, #False); enable collision
and also SetEntityCollisionFilter
no luck
we have here a physics with a great and unexpected concave geometry (for free), but it works as concave collide with convex. but not concave with concave.

more info about collision filters:
http://bulletphysics.org/Bullet/phpBB3/ ... 4f2fc6265c look drleviathan
http://purebasic.fr/english/viewtopic.p ... er#p466157

Code: Select all

IncludeFile #PB_Compiler_Home + "examples/3d/Screen3DRequester.pb"

#CameraSpeed = 1

Define.f KeyX, KeyY, MouseX, MouseY


If InitEngine3D()
  
  InitSprite()
  InitKeyboard()
  InitMouse()
  
  If Screen3DRequester()
    
    Add3DArchive(#PB_Compiler_Home + "examples/3d/Data/"              , #PB_3DArchive_FileSystem)
    Add3DArchive(#PB_Compiler_Home + "examples/3d/Data/Textures"  , #PB_3DArchive_FileSystem)
    Add3DArchive(#PB_Compiler_Home + "examples/3d/Data/Models"    , #PB_3DArchive_FileSystem)
    Add3DArchive(#PB_Compiler_Home + "examples/3d/Data/Scripts"    , #PB_3DArchive_FileSystem)
    Add3DArchive(#PB_Compiler_Home + "examples/3d/Data/GUI"        , #PB_3DArchive_FileSystem)
    Parse3DScripts()
    
    ;WorldDebug(#PB_World_DebugBody)
        
    ;-------------------------------
    ; create  material
    CreateMaterial(1, LoadTexture(1, "wood.jpg"))
    SetMaterialColor(1, #PB_Material_AmbientColor, #PB_Material_AmbientColors)
    ; 
    CreateMaterial(2, LoadTexture(2, "ground_diffuse.png"))
    SetMaterialColor(2, #PB_Material_AmbientColor, #PB_Material_AmbientColors)
    
    CreateMaterial(3, LoadTexture(3, "clouds.jpg"))
    SetMaterialColor(3, #PB_Material_AmbientColor, #PB_Material_AmbientColors)
    
    CreateMaterial(4, LoadTexture(4, "Geebee2.bmp"))
    
    ;-------------------------------
    CreateSphere(3, 1)
    CreateEntity(3, MeshID(3),MaterialID(4),  0, 5, 0)
    CreateEntityBody(3, #PB_Entity_SphereBody, 1, 1, 0.5)
    
    CreateCube(5, 1) ; for the ground
    
    CreateTorus(1, 3, 1)
    CreateTorus(2, 3, 1)
    
    torus1 = CreateEntity(#PB_Any, MeshID(1),MaterialID(3),  0, 0, 0)
        
    Global Comp1 = CreateEntity(#PB_Any,0,0)
    Global Comp2 = CreateEntity(#PB_Any,0,0)
    
    AddSubEntity(Comp1, torus1, #PB_Entity_StaticBody) 
    MoveEntity(Comp1, 0,15,0,#PB_Absolute)
    CreateEntityBody(Comp1, #PB_Entity_CompoundBody, 1, 0.4, 0.5)
    
    torus2 = CreateEntity(#PB_Any, MeshID(2),MaterialID(1),  0, 0, 0)
    AddSubEntity(Comp2, torus2, #PB_Entity_StaticBody) 
    ;RotateEntity(Comp2, 90,0,0)
    
    CreateEntityBody(comp2, #PB_Entity_CompoundBody, 1, 0.3, 0.5)
    
    ;-------------------------------
     
    ;Ground
    Ground = CreateEntity(#PB_Any, MeshID(5), MaterialID(2), 0, -7, 0)
    ScaleEntity(Ground, 40, 0.4, 40)
    CreateEntityBody(Ground, #PB_Entity_BoxBody, 0,0.4,1)
    
    SetEntityAttribute(Comp1, #PB_Entity_DisableContactResponse, #False); enable collision
    SetEntityAttribute(Comp2, #PB_Entity_DisableContactResponse, #False); enable collision
    SetEntityAttribute(Ground, #PB_Entity_DisableContactResponse, 0); enable collision
    
    ;SetEntityCollisionFilter(Ground , 3 , 2 ) ; binary 11, 10
    ;SetEntityCollisionFilter(torus1 , 7, 1 )  ; binary 111, 1
    
            
     ; camera
    CreateCamera(0, 0, 0, 100, 100, #True)
    MoveCamera(0,0,10,30, #PB_Absolute)
    CameraLookAt(0, 0,-5,0)
    
    ; GUI
    OpenWindow3D(0, 0, 0, 50 , 10 , "")
    HideWindow3D(0,1)
    ShowGUI(128, 1) ; Display the GUI, semi-transparent and display the mouse cursor
    
    
    WorldDebug(#PB_World_DebugBody)
    Repeat
      Screen3DEvents()
      
      If ExamineMouse()
        MouseX = -MouseDeltaX() * #CameraSpeed * 0.05
        MouseY = -MouseDeltaY() * #CameraSpeed * 0.05
        InputEvent3D(MouseX(), MouseY(),0)
        BodyPick(CameraID(0), MouseButton(#PB_MouseButton_Left), MouseX(), MouseY(), 1)
      EndIf
    
      If ExamineKeyboard()
        
        
        If KeyboardPushed(#PB_Key_Left)
          KeyX = -#CameraSpeed
        ElseIf KeyboardPushed(#PB_Key_Right)
          KeyX = #CameraSpeed
        Else
          KeyX = 0
        EndIf
        
        If KeyboardPushed(#PB_Key_Up)
          KeyY = -#CameraSpeed
        ElseIf KeyboardPushed(#PB_Key_Down)
          KeyY = #CameraSpeed
        Else
          KeyY = 0
        EndIf
        
      EndIf
      
      
      MoveCamera  (0, KeyX, 0, KeyY)
      RotateCamera(0,  MouseY, MouseX, 0, #PB_Relative)
      
      RenderWorld()
      
      FlipBuffers()
      
      
    Until KeyboardPushed(#PB_Key_Escape) Or Quit = 1
    
  EndIf
  
Else
  MessageRequester("Error", "The 3D Engine can't be initialized",0)
EndIf

End