[x3d-public] Triggers (detecting collisions) and physics settings – Castle Game Engine

Brutzman, Donald (Don) (CIV) brutzman at nps.edu
Fri Nov 22 09:36:51 PST 2019


Recent blog post:

"Triggers (detecting collisions) and physics settings – Castle Game Engine"
https://castle-engine.io/wp/2019/11/02/triggers-detecting-collisions-and-physics-settings/

> Thanks to Andrzej Kilijański and our physics engine Kraft, we add two features to our physics support:
> 
>     We now support triggers. A trigger is a rigid body through which other objects “pass through”, but it still reports a collision. This is useful to observe when something passes through something else.
> 
>     E.g. coins in “Mario” games could be implemented as triggers — when player collides with them, they are consumed, and player does not “bounce off” them like from a wall.
> 
>     An example of using trigger is available in examples/physics/physics_2d_collisions, the green rectangle acts as a trigger there.

Michalis, wondering if you think we need to make a modification to existing X3D nodes?  On first read, it looks like we have this use case covered already.

* 23.4.2 Collision
   https://www.web3d.org/specifications/X3Dv4Draft/ISO-IEC19775-1v4-WD1/Part01/components/navigation.html#Collision

* 37.4.5 CollisionSensor
   https://www.web3d.org/specifications/X3Dv4Draft/ISO-IEC19775-1v4-WD1/Part01/components/rigid_physics.html#CollisionSensor

all the best, Don
-- 
Don Brutzman  Naval Postgraduate School, Code USW/Br       brutzman at nps.edu
Watkins 270,  MOVES Institute, Monterey CA 93943-5000 USA   +1.831.656.2149
X3D graphics, virtual worlds, navy robotics http://faculty.nps.edu/brutzman


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