SetSolid(): Difference between revisions

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'''<code>SetSolid()</code>''' defines the manner in which collisions between this entity and others are handled. <code>[[SetSolidFlags()]]</code> can be used to tweak behaviour further.
'''<code>SetSolid()</code>''' defines the manner in which collisions between this entity and others are handled. <code>[[SetSolidFlags()]]</code> can be used to tweak behaviour further.
{{note|Behaviour can change subtly depending on whether the object is colliding or being collided ''with''.}}


== SolidTypes ==
== SolidTypes ==


; <code>SOLID_NONE</code>
; <code>SOLID_NONE</code>
: {{bug|<code>[[CBaseAnimating]]</code> will interact weirdly with brushes if set to this.}} The entity does not collide. {{todo|Differences from <code>[[SetSolidFlags()|FSOLID_NOT_SOLID]]</code>?}}
: The entity does not generate its own collisions. Depending on the [[SetMoveType()|MoveType]], its [[origin]] may still collide with [[brush]]es but will <code>[[Touch()]]</code> unreliably. {{tip|Use <code>SetMoveType(MOVETYPE_NOCLIP)</code> to completely disable all movement collision.}}
; <code>SOLID_BSP</code>
; <code>SOLID_BSP</code>
: The entity has a [[brush]] model.
: The entity has a [[brush]] model defined by the map. Collides with <code>SOLID_BBOX</code> and <code>SOLID_VPHYSICS</code> objects, but not other <code>SOLID_BSP</code>s.
; <code>SOLID_BBOX</code>
; <code>SOLID_BBOX</code>
: The entity collides with an axis-aligned [[bounding box]]. Required for [[hitbox]] tests.
: The entity collides with an axis-aligned [[bounding box]]. Collides with everything. Required for [[hitbox]] tests. {{tip|Use <code>[[UTIL_SetSize()]]</code> to define the extents of the box. But remember to stop calling it if the entity changes to another SolidType, or you will get a crash that disappears when a debugger is attached!}}
; <code>SOLID_OBB</code>
; <code>SOLID_OBB</code>
; <code>SOLID_OBB_YAW</code>
; <code>SOLID_OBB_YAW</code>
: {{bug|"Not implemented yet".}} The entity collides with an [[object-aligned bounding box]]. <code>OBB_YAW</code> restricts orientation to Z-axis.
: The entity collides with an [[object-aligned bounding box]]. <code>OBB_YAW</code> restricts orientation to Z-axis. {{bug|"Not implemented yet". {{confirm|Functions like <code>SOLID_NONE</code> right now.}}}}
; <code>SOLID_CUSTOM</code>
; <code>SOLID_CUSTOM</code>
: <code>[[TestCollision()]]</code> is called every frame to handle collisions.
: <code>[[TestCollision()]]</code> is called every frame to handle collisions. {{todo|Relationship with <code>FSOLID_CUSTOMRAYTEST</code> and <code>FSOLID_CUSTOMBOXTEST</code>?}}
; <code>SOLID_VPHYSICS</code>
; <code>SOLID_VPHYSICS</code>
: Use [[VPhysics]] for collisions. Call <code>[[VPhysicsInitNormal()]]</code> or <code>[[VPhysicsInitShadow()]]</code> if you use this!
: Use [[VPhysics]] for collisions. Collides with everything. Call <code>[[VPhysicsInitNormal()]]</code> or <code>[[VPhysicsInitShadow()]]</code> if you use this!


== See also ==
== See also ==

Revision as of 04:26, 4 September 2009

SetSolid() defines the manner in which collisions between this entity and others are handled. SetSolidFlags() can be used to tweak behaviour further.

Note.pngNote:Behaviour can change subtly depending on whether the object is colliding or being collided with.

SolidTypes

SOLID_NONE
The entity does not generate its own collisions. Depending on the MoveType, its origin may still collide with brushes but will Touch() unreliably.
Tip.pngTip:Use SetMoveType(MOVETYPE_NOCLIP) to completely disable all movement collision.
SOLID_BSP
The entity has a brush model defined by the map. Collides with SOLID_BBOX and SOLID_VPHYSICS objects, but not other SOLID_BSPs.
SOLID_BBOX
The entity collides with an axis-aligned bounding box. Collides with everything. Required for hitbox tests.
Tip.pngTip:Use UTIL_SetSize() to define the extents of the box. But remember to stop calling it if the entity changes to another SolidType, or you will get a crash that disappears when a debugger is attached!
SOLID_OBB
SOLID_OBB_YAW
The entity collides with an object-aligned bounding box. OBB_YAW restricts orientation to Z-axis.
Icon-Bug.pngBug:"Not implemented yet".
Confirm:Functions like SOLID_NONE right now.
  [todo tested in ?]
SOLID_CUSTOM
TestCollision() is called every frame to handle collisions.
Todo: Relationship with FSOLID_CUSTOMRAYTEST and FSOLID_CUSTOMBOXTEST?
SOLID_VPHYSICS
Use VPhysics for collisions. Collides with everything. Call VPhysicsInitNormal() or VPhysicsInitShadow() if you use this!

See also