SetSolid(): Difference between revisions
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Note:Behaviour can change subtly depending on whether the object is colliding or being collided with.
TomEdwards (talk | contribs) No edit summary |
TomEdwards (talk | contribs) (object-aligned bounding boxes DO work!) |
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; <code>SOLID_OBB</code> | ; <code>SOLID_OBB</code> | ||
; <code>SOLID_OBB_YAW</code> | ; <code>SOLID_OBB_YAW</code> | ||
: The entity collides with an [[object-aligned bounding box]]. <code> | : The entity collides with an [[object-aligned bounding box]]. Call <code>[[VPhysicsInitShadow()]]</code> if you use this ({{todo|Is it genuine VPhys collision, or a hybrid, or what?}}). | ||
: <code>OBB_YAW</code> restricts orientation to the Z-axis. | |||
; <code>SOLID_CUSTOM</code> | ; <code>SOLID_CUSTOM</code> | ||
: <code>[[TestCollision()]]</code> is called every frame to handle collisions. {{todo|Relationship with <code>FSOLID_CUSTOMRAYTEST</code> and <code>FSOLID_CUSTOMBOXTEST</code>?}} | : <code>[[TestCollision()]]</code> is called every frame to handle collisions. {{todo|Relationship with <code>FSOLID_CUSTOMRAYTEST</code> and <code>FSOLID_CUSTOMBOXTEST</code>?}} | ||
Revision as of 12:54, 18 October 2009
SetSolid() defines the manner in which collisions between this entity and others are handled. SetSolidFlags() can be used to tweak behaviour further.
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: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_BBOXandSOLID_VPHYSICSobjects, but not otherSOLID_BSPs. SOLID_BBOX- The entity collides with an axis-aligned bounding box. Collides with everything. Required for hitbox tests.
Tip: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_OBBSOLID_OBB_YAW- The entity collides with an object-aligned bounding box. Call
VPhysicsInitShadow()if you use this (Todo: Is it genuine VPhys collision, or a hybrid, or what?). OBB_YAWrestricts orientation to the Z-axis.SOLID_CUSTOMTestCollision()is called every frame to handle collisions.Todo: Relationship withFSOLID_CUSTOMRAYTESTandFSOLID_CUSTOMBOXTEST?SOLID_VPHYSICS- Use VPhysics for collisions. Collides with everything. Call
VPhysicsInitNormal()orVPhysicsInitShadow()if you use this!