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Get_Mass? #99887
11/25/06 19:27
11/25/06 19:27
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline OP
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indiGLOW  Offline OP
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Is there some way to return the mass value of a ph object? Say during a collision?

temp = PhGet_Mass(you);

something like that?
Cheers for any suggestions


The Art of Conversation is dead : Discuss
Re: Get_Mass? [Re: indiGLOW] #99888
11/26/06 15:52
11/26/06 15:52
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline OP
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indiGLOW  Offline OP
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Just to update this:

I am trying to test collisions on objects and determine if ObjectA hitting ObjectB has enough velocity and mass to cause damage to the object.

In other words is Object A moving fast enough with enough mass to break the object?

I can retrieve velocity, but not the mass?

Thanks for any help


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Re: Get_Mass? [Re: indiGLOW] #99889
11/26/06 16:18
11/26/06 16:18
Joined: Apr 2005
Posts: 4,506
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fogman Offline
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fogman  Offline
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You could save the mass value in a skill and retrieve it through an impact_event:

action physic_ent
{
my.skill1 = 10; // mass value
...
phent_setmass(my, my.skill1, ph_box);
...
}

function static_ent_event
{
if(event_type == event_impact)
{
my.skill1 = you.skill1 // skill1 contains now the mass value of the physics entity
...do stuff...
}
}

action static_ent
{
my.enable_impact = on;
my.event = static_ent_event;
}

Edit: For your other problem (stucking with ph_poly), have you tried to increase "ph_check_distance"? But itīs only available at 6.40 and above.

Last edited by fogman; 11/26/06 16:20.
Re: Get_Mass? [Re: fogman] #99890
11/26/06 16:42
11/26/06 16:42
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline OP
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indiGLOW  Offline OP
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Thanks Fogman for your reply.

Of course I could store the mass of an object in its skill for later retrieival, logical answer. One I hadn't even thought about doh!

Still I wonder if there could be a quicker way to do this, maybe Get_Mass would be a valuable addition. Still your simple solution will do the job just as well. Thanks for that.

I noticed some strange behaviour during events, where the my handle is empty during impact / friction etc. Maybe this is a bug or my code is screwy? My guess the later... It certainly gave me some problems in collision detection earlier...

I've noticed the last few posts about physics I have read mention functions, such as ph_check_distance, which I have not come across in the manual I have, is there another refernece resource for Physics functions im missing?

Im runnin GS Pro 6.40.5 and I will double check latest manual now.

Really appreciate your help Fogman

EDIT: I've just downloaded the latest beta manual for 6.50, maybe it will have some insights into the PE

Last edited by indiGLOW; 11/26/06 17:03.

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Re: Get_Mass? [Re: indiGLOW] #99891
11/26/06 17:11
11/26/06 17:11
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline OP
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indiGLOW  Offline OP
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ph_check_distance? This doesnt appear even in the beta manual, could you point me reference for this? Cheers

EDIT: I AM AN IDIOT! Thunder pointed out how to search the manual correctly and now I have found it, please ignore the stupid comment above

EDIT2: Ph_check_distance did not fix the sticky PH_POLY

Last edited by indiGLOW; 11/26/06 17:53.

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Re: Get_Mass? [Re: indiGLOW] #99892
11/26/06 18:04
11/26/06 18:04
Joined: Apr 2005
Posts: 4,506
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fogman Offline
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Play around with "ph_setcorrections", "ph_setcontacts" and "ph_fps_max_lock", maybe this helps.
Itīs strange, because the shape of a barrel isnīt that complicaded.


no science involved
Re: Get_Mass? [Re: fogman] #99893
11/26/06 18:45
11/26/06 18:45
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Posts: 1,550
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indiGLOW Offline OP
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indiGLOW  Offline OP
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After realising WED is opening an old manual and looking up 'ph_setcontacts', I have applied really hard settings:

Code:

...
ph_setgravity(vector(0,0,-386));
ph_setautodisable (8,8,3,0.01);
ph_setcorrections(20000,0.1);
ph_iterations = 10;
ph_check_distance = 2.5;
ph_setcontacts(vector(100000, 0,0), 0,0,0);
...



I have tried messing around with the above variables, and above is its current form, feel free to point out any anomolies there. I can provide an example of the behaviour and the model should it be of help.

Here is the Physics code I have applied to the barrel models

Code:

Action ExpBarrel
{
phent_settype(my, PH_RIGID, PH_POLY);
phent_setmass(my, 1, PH_POLY);
phent_setelasticity(my, 50,50);
phent_setfriction(my, 50);
phent_setdamping(my, 50, 50);
phent_enable(my,1);

my.polygon=on;my.shadow=on;
my.enable_impact = on;
my.event = TriggerDamage;

}



As the models collide, they begin to stick together... It appears as if they are drawn together, eventually locking together.

Thanks for your help, very much appreciated.

Last edited by indiGLOW; 11/26/06 18:47.

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Re: Get_Mass? [Re: indiGLOW] #99894
11/26/06 18:53
11/26/06 18:53
Joined: Apr 2005
Posts: 4,506
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fogman Offline
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fogman  Offline
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Posts: 4,506
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phent_enable(my,1);
my.polygon=on;

Try to remove these instructions. The polygon hull will be applied through ph_poly. And "phent_settype" does the job. You donīt need phent_enable.

Iīll will make a quick test with some barrels.


no science involved
Re: Get_Mass? [Re: fogman] #99895
11/26/06 19:05
11/26/06 19:05
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline OP
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indiGLOW  Offline OP
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Joined: Oct 2003
Posts: 1,550
United Kingdom
The phent_enable(my,1) was previously set to 0, as in the test environment i wanted to disable physics until another physics object collided.

As for polygon=on, the physics ignores this but trace doesnt, so while redundant for this example, it is needed for the final product.

Still I have tested it already with this commented out and without the phent_enable calls, and they still stick together! lol - it's very strange.

I have some older examples of similiar physics setups I have done, which use poly too. I will take a look at them tomorrow evening...

Please let me know how your experiments go, I can provide you with the same barrel model if you like?


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Re: Get_Mass? [Re: indiGLOW] #99896
11/26/06 19:13
11/26/06 19:13
Joined: Apr 2005
Posts: 4,506
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fogman Offline
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fogman  Offline
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You can send it to "braindamaged[at]arcor.de"


no science involved

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