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hyperPad

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  3. Find the Collision Point: HOW?

Find the Collision Point: HOW?

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  • iTap DevelopmentI iTap Development

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

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    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.

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    • iTap DevelopmentI iTap Development

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

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      Deeeds
      wrote on last edited by
      #15

      @iTap-Development anchor points are in percentages.

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      • iTap DevelopmentI iTap Development

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

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        Deeeds
        wrote on last edited by
        #16

        @iTap-Development sorry, typo.

        iTap DevelopmentI 1 Reply Last reply
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        • 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
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          • 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.

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            • 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.

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              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
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              • 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🤷‍♂️

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                • 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
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                  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
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                  • 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
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                    • 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?

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                      Aidan_Fire
                      wrote on last edited by
                      #23

                      @Jack8680 Yep. Heaps better idea.

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                      • Aidan_FireA Aidan_Fire

                        @Jack8680 Yep. Heaps better idea.

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                        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
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                        • 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.

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                          • 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.

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                            Thecheater887
                            wrote on last edited by
                            #26

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

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