Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
  • Users
  • Search
Skins
  • Light
  • Brite
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (No Skin)
  • No Skin
Collapse
hyperPad

hyperPad Forum

  1. Home
  2. Help and Support
  3. Find the Collision Point: HOW?

Find the Collision Point: HOW?

Scheduled Pinned Locked Moved Help and Support
26 Posts 5 Posters 2.9k Views 4 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • D 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.

    D Offline
    D Offline
    Deeeds
    wrote on last edited by Deeeds
    #10

    @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
    0
    • D 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 Offline
      iTap DevelopmentI Offline
      iTap Development
      wrote on last edited by
      #11

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

      D 2 Replies Last reply
      0
      • iTap DevelopmentI iTap Development

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

        D Offline
        D Offline
        Deeeds
        wrote on last edited by Deeeds
        #12

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

        iTap DevelopmentI 1 Reply Last reply
        0
        • D Deeeds

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

          iTap DevelopmentI Offline
          iTap DevelopmentI Offline
          iTap Development
          wrote on last edited by
          #13

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

          D 2 Replies Last reply
          0
          • iTap DevelopmentI iTap Development

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

            D Offline
            D Offline
            Deeeds
            wrote on last edited by
            #14

            @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.

            1 Reply Last reply
            0
            • iTap DevelopmentI iTap Development

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

              D Offline
              D Offline
              Deeeds
              wrote on last edited by
              #15

              @iTap-Development anchor points are in percentages.

              1 Reply Last reply
              0
              • iTap DevelopmentI iTap Development

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

                D Offline
                D Offline
                Deeeds
                wrote on last edited by
                #16

                @iTap-Development sorry, typo.

                iTap DevelopmentI 1 Reply Last reply
                0
                • D Deeeds

                  @iTap-Development sorry, typo.

                  iTap DevelopmentI Offline
                  iTap DevelopmentI Offline
                  iTap Development
                  wrote on last edited by
                  #17
                  This post is deleted!
                  iTap DevelopmentI 1 Reply Last reply
                  0
                  • iTap DevelopmentI iTap Development

                    This post is deleted!

                    iTap DevelopmentI Offline
                    iTap DevelopmentI Offline
                    iTap Development
                    wrote on last edited by
                    #18

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

                    D 1 Reply Last reply
                    0
                    • iTap DevelopmentI iTap Development

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

                      D Offline
                      D Offline
                      Deeeds
                      wrote on last edited by
                      #19

                      @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
                      0
                      • D Deeeds

                        @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 Offline
                        iTap DevelopmentI Offline
                        iTap Development
                        wrote on last edited by
                        #20

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

                        1 Reply Last reply
                        0
                        • D Deeeds

                          @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.

                          Aidan_FireA Offline
                          Aidan_FireA Offline
                          Aidan_Fire
                          wrote on last edited by Aidan_Fire
                          #21

                          @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.

                          Jack de WildeJ 1 Reply Last reply
                          0
                          • Aidan_FireA 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.

                            Jack de WildeJ Offline
                            Jack de WildeJ Offline
                            Jack de Wilde
                            wrote on last edited by
                            #22

                            @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
                            0
                            • Jack de WildeJ Jack de Wilde

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

                              Aidan_FireA Offline
                              Aidan_FireA Offline
                              Aidan_Fire
                              wrote on last edited by
                              #23

                              @Jack8680 Yep. Heaps better idea.

                              D 1 Reply Last reply
                              0
                              • Aidan_FireA Aidan_Fire

                                @Jack8680 Yep. Heaps better idea.

                                D Offline
                                D Offline
                                Deeeds
                                wrote on last edited by
                                #24

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

                                CC @Jack8680

                                Jack de WildeJ 1 Reply Last reply
                                0
                                • D Deeeds

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

                                  CC @Jack8680

                                  Jack de WildeJ Offline
                                  Jack de WildeJ Offline
                                  Jack de Wilde
                                  wrote on last edited by
                                  #25

                                  @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.

                                  T 1 Reply Last reply
                                  1
                                  • Jack de WildeJ Jack de Wilde

                                    @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.

                                    T Offline
                                    T Offline
                                    Thecheater887
                                    wrote on last edited by
                                    #26

                                    @Jack8680 spawn a particle object and use destroy object attached to play particles.

                                    1 Reply Last reply
                                    0

                                    Hello! It looks like you're interested in this conversation, but you don't have an account yet.

                                    Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.

                                    With your input, this post could be even better 💗

                                    Register Login
                                    Reply
                                    • Reply as topic
                                    Log in to reply
                                    • Oldest to Newest
                                    • Newest to Oldest
                                    • Most Votes


                                    • Login

                                    • Login or register to search.
                                    • First post
                                      Last post
                                    0
                                    • Categories
                                    • Recent
                                    • Tags
                                    • Popular
                                    • Users
                                    • Search