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  3. Find the Collision Point: HOW?

Find the Collision Point: HOW?

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  • D Offline
    D Offline
    Deeeds
    wrote on last edited by
    #1

    One massively long rectangle as the ground. It's VERY long.

    A ball lands on it, and I want to play a puff of smoke particle animation at the landing point.

    How do I find that contact point?

    Aidan_FireA 1 Reply Last reply
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    • D Deeeds

      One massively long rectangle as the ground. It's VERY long.

      A ball lands on it, and I want to play a puff of smoke particle animation at the landing point.

      How do I find that contact point?

      Aidan_FireA Offline
      Aidan_FireA Offline
      Aidan_Fire
      wrote on last edited by
      #2

      @Deeeds The Collided behaviour can output the coordinates of the collision point. I’ve never used it, but I’m pretty sure you should be able to use it. Best way might be to spawn a temporary particle object at the point.

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      • Aidan_FireA Aidan_Fire

        @Deeeds The Collided behaviour can output the coordinates of the collision point. I’ve never used it, but I’m pretty sure you should be able to use it. Best way might be to spawn a temporary particle object at the point.

        D Offline
        D Offline
        Deeeds
        wrote on last edited by
        #3

        @Aidan-Oxley how/where do I get those coordinates?

        1 Reply Last reply
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        • Aidan_FireA Aidan_Fire

          @Deeeds The Collided behaviour can output the coordinates of the collision point. I’ve never used it, but I’m pretty sure you should be able to use it. Best way might be to spawn a temporary particle object at the point.

          D Offline
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          Deeeds
          wrote on last edited by
          #4

          @Aidan-Oxley Further, how do I then position a particle system at that point? It seems that particle systems don't have positional settings, only anchor settings, so they can't exist in the world without a parent object. Which is a little strange.

          iTap DevelopmentI 1 Reply Last reply
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          • D Deeeds

            @Aidan-Oxley Further, how do I then position a particle system at that point? It seems that particle systems don't have positional settings, only anchor settings, so they can't exist in the world without a parent object. Which is a little strange.

            iTap DevelopmentI Offline
            iTap DevelopmentI Offline
            iTap Development
            wrote on last edited by
            #5

            @Deeeds it’s the output for the collide behavior. However it is relative to the object so to make it world coordinates you would need to do a little math. What you could do is have one of the colliding objects play the particle(with behavior) and then the output would be all you’d need. Or you could have a particle object and then you should be able to set its position to the collide point (converted to world coordinates).

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            • iTap DevelopmentI iTap Development

              @Deeeds it’s the output for the collide behavior. However it is relative to the object so to make it world coordinates you would need to do a little math. What you could do is have one of the colliding objects play the particle(with behavior) and then the output would be all you’d need. Or you could have a particle object and then you should be able to set its position to the collide point (converted to world coordinates).

              D Offline
              D Offline
              Deeeds
              wrote on last edited by
              #6

              @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
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              • iTap DevelopmentI iTap Development

                @Deeeds it’s the output for the collide behavior. However it is relative to the object so to make it world coordinates you would need to do a little math. What you could do is have one of the colliding objects play the particle(with behavior) and then the output would be all you’d need. Or you could have a particle object and then you should be able to set its position to the collide point (converted to world coordinates).

                D Offline
                D Offline
                Deeeds
                wrote on last edited by
                #7

                @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.

                1 Reply Last reply
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                • D Deeeds

                  @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 Offline
                  iTap DevelopmentI Offline
                  iTap Development
                  wrote on last edited by
                  #8

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

                  D 1 Reply Last reply
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                  • iTap DevelopmentI iTap Development

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

                    D Offline
                    D Offline
                    Deeeds
                    wrote on last edited by Deeeds
                    #9

                    @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 1 Reply Last reply
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                    • 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
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                      • 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?

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                        • 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
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                          • 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?

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                            • 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
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                              • iTap DevelopmentI iTap Development

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

                                D Offline
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                                Deeeds
                                wrote on last edited by
                                #15

                                @iTap-Development anchor points are in percentages.

                                1 Reply Last reply
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                                • 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
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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.

                                      D 1 Reply Last reply
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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.

                                        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
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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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