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Chipmunk Physics • View topic - CollisionHandlers

CollisionHandlers

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CollisionHandlers

Postby marciokoko » Sat Apr 21, 2012 9:39 pm

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Re: CollisionHandlers

Postby slembcke » Sun Apr 22, 2012 3:21 pm

I'm not sure I understand the question, but you can register as many collision handlers as you want. Call cpSpaceAddCollisonHandler() with the callbacks you want for each one.
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Re: CollisionHandlers

Postby marciokoko » Sat Apr 28, 2012 4:14 pm

Is there any situation in which you might imagine all groundShapes loading their ability to hold up GameObjects? All of a sudden after adding the collision handler for the shield and the one for the new meteor, after the player touches the shield, everything falls down and thru the bottom ground even!

For that to happen I would have to somehow cancel all groundShapes collision type, right?
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Re: CollisionHandlers

Postby slembcke » Sat Apr 28, 2012 10:16 pm

Yes, it's not an uncommon issue. When you allow two infinite mass objects to collide for instance, it will cause divide by zero issues that will basically corrupt the physics state of both bodies. For the ground, this will cause the collision response to fail against it.

If compile and run Chipmunk in debug mode, there should be assertions that catch the error that cause it though.
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Re: CollisionHandlers

Postby marciokoko » Sun Apr 29, 2012 12:46 pm

Im creating them using mass of 1.0f.


[self addBoxBodyAndShapeWithLocation:location
size:size space:theSpace mass:1.0 e:0.0 u:0.5
collisionType:kCollisionTypeShield canRotate:TRUE];

oh...i just noticed one of the bodies isn't created with this method at all!? Does that mean its created by default with infinite mass?
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Re: CollisionHandlers

Postby slembcke » Sun Apr 29, 2012 9:17 pm

There is no default mass in Chipmunk. Are you using SpaceManager? I'm not very familiar with that. How are you creating the "other" body? Is it using SpaceManager code? What does that do?
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Re: CollisionHandlers

Postby marciokoko » Sun Apr 29, 2012 10:44 pm

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Re: CollisionHandlers

Postby slembcke » Mon Apr 30, 2012 2:03 am

No, 1.0 mass means 1.0 mass (of whatever units you decided you are using). You need to use the INFINITY constant to set it to infinity.
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Re: CollisionHandlers

Postby marciokoko » Mon Apr 30, 2012 9:22 am

Ok could you tell me how to put chipmunk in debug mode so i can figure out what's going on?
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Re: CollisionHandlers

Postby slembcke » Mon Apr 30, 2012 12:23 pm

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