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    Find the Collision Point: HOW?

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    • D
      Deeeds @iTap Development
      last edited by

      @iTap-Development Argh, I see. So particles can be dragged into the world... and then.... oh... starting them after that is a nightmare.

      I think I've figured this out.

      Create a dummy (invisible) object. Move it to the point of the collision, activate a particle system on that dummy object. This is the collision point.

      iTap DevelopmentI 1 Reply Last reply Reply Quote 1
      • D
        Deeeds @iTap Development
        last edited by

        @iTap-Development btw, that collision info, from my testing, looks to be in world units already. I think. I have the ground object getting the collision information, putting the dummy object at that location, and then starting the particles "on" that dummy object.

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        • iTap DevelopmentI
          iTap Development @Deeeds
          last edited by

          @Deeeds but why not have one of the colliding objects play it, with an anchor of the the collide point? More efficient.

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          • D
            Deeeds @iTap Development
            last edited by Deeeds

            @iTap-Development How do you create an anchor at the collide point? The anchor point is in percentages, the collision point is in units.

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            • D
              Deeeds @Deeeds
              last edited by Deeeds

              @iTap-Development more to the point, why should I need to do such ridiculous maths to find and then USE a location of a collision? If collision points aren't the single most important piece of information a physics library ever produces, they're second.

              iTap DevelopmentI 1 Reply Last reply Reply Quote 0
              • iTap DevelopmentI
                iTap Development @Deeeds
                last edited by

                @Deeeds I’m confused...what’s the difference between collide pout and collision point?

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                • D
                  Deeeds @iTap Development
                  last edited by Deeeds

                  @iTap-Development Nothing. Where a collision happens is where some things have collided.

                  iTap DevelopmentI 1 Reply Last reply Reply Quote 0
                  • iTap DevelopmentI
                    iTap Development @Deeeds
                    last edited by

                    @Deeeds but before you said one was percentage and one was units?

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                    • D
                      Deeeds @iTap Development
                      last edited by

                      @iTap-Development From memory, Chipmunk produces collision objects that report the location of collisions on the involved objects and world space. I'm not sure why something like this hasn't been surfaced in a welcoming, enjoyable, endearing and empowering way, regardless of how Chipmunk handles collisions.

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                      • D
                        Deeeds @iTap Development
                        last edited by

                        @iTap-Development anchor points are in percentages.

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                        • D
                          Deeeds @iTap Development
                          last edited by

                          @iTap-Development sorry, typo.

                          iTap DevelopmentI 1 Reply Last reply Reply Quote 0
                          • iTap DevelopmentI
                            iTap Development @Deeeds
                            last edited by

                            This post is deleted!
                            iTap DevelopmentI 1 Reply Last reply Reply Quote 0
                            • iTap DevelopmentI
                              iTap Development @iTap Development
                              last edited by

                              @Deeeds just checked, it looks like output is world units. So you would have to convert for play particle. That sucks.

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                              • D
                                Deeeds @iTap Development
                                last edited by

                                @iTap-Development I don't understand what you're saying. World Units are the useful ones, I thought. Given that, I can move an object to that point and do something with it.

                                Without the edge information and absolute coordinates on that edge (of an object) relative information is of little to no use. That I can think of. Polygon shapes in hyperPad have too many problems anyways... no way to snap lines to angles, etc.

                                iTap DevelopmentI Aidan_FireA 2 Replies Last reply Reply Quote 0
                                • iTap DevelopmentI
                                  iTap Development @Deeeds
                                  last edited by

                                  @Deeeds ok...I guess I’m confuse too🤷‍♂️

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                                  • Aidan_FireA
                                    Aidan_Fire @Deeeds
                                    last edited by Aidan_Fire

                                    @Deeeds For the long rectangle: Collided with object → spawn particle object (anywhere) + broadcast two messages, one with x value one with y value of the Collided output.

                                    For the particle object: Receive broadcast messages → move to coordinates given → start particles → destroy object.

                                    I wouldn’t even try to use a custom anchor lol.

                                    Jack8680J 1 Reply Last reply Reply Quote 0
                                    • Jack8680J
                                      Jack8680 @Aidan_Fire
                                      last edited by

                                      @Aidan-Oxley why use broadcast/receive? Can't you just spawn the particle directly at the point with spawn on area?

                                      Aidan_FireA 1 Reply Last reply Reply Quote 0
                                      • Aidan_FireA
                                        Aidan_Fire @Jack8680
                                        last edited by

                                        @Jack8680 Yep. Heaps better idea.

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                                        • D
                                          Deeeds @Aidan_Fire
                                          last edited by

                                          @Aidan-Oxley Is this really the best way to create a particle system at a collision point?

                                          CC @Jack8680

                                          Jack8680J 1 Reply Last reply Reply Quote 0
                                          • Jack8680J
                                            Jack8680 @Deeeds
                                            last edited by

                                            @Deeeds using spawn on area for a particle object at x and y of the collision points is the simplest to do I think. Converting the collision to an anchor and using the start particles behaviour at that anchor is probably more efficient since there's no spawning involved, but converting the anchors is annoying.

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