Weird Collision Problem

Blitz3D Forums/Blitz3D Programming/Weird Collision Problem

I've come across something that may be a bug or maybe its just the fact I'm tired O.o

I'll try and keep it short, this is the problem.

I have set up collision between the player and a mesh.

The collision is of this type

EntityType player,Col_Player
EntityType mesh,Col_Object
Collisions Col_Player,Col_Object,1,1

so that's sphere to sphere and stop response.

The collision itself works fine, if I approach the object from any angle I stop, great.

The problem is that EntityCollided(mesh,Col_Player) returns false even though a collision has occured and been reacted to.

Any ideas?

EntityCollided will only recognise the source entity in a collision so only EntityCollided(player,Col_Object) will return true in the above collision.

Strangely the way I was doing it worked initially.

I could walk into the object and push it around the room using the inverse of the collision normal.

As soon as I picked up the object ( using entitypick (camera,100) and parented it to the camera so that it moved with the player ) then put it down ( using entityparent mesh,0 ) it no longer gave me a collision list but still gave the collision response.

Changing it to your suggestion seemed to work for a while but now its gone the same again...must be a bug inhere somewhere..probably one of mine ^^

OK I've narrowed it down to what breaks the collision.

Everything works OK until I pick the object up.

When I pick up the object I parent it to the camera

EntityParent PickedEntity(),p\camera


I then drop the object by

EntityParent PickedEntity(),0


from then on the object still collides but no list of collisions is generated and EntityCollided(p\body,Col_Object) returns false.

Any ideas how I can reactivate the collision list?

I've changed from loading a mesh to creating a sphere an now things work as expected.

Im still not sure if it is a Blitz bug or a problem with the loaded mesh...have to run some more tests.

In case you missed it, as the docs state for the Collisions command, only sphere style entities (entities given an EntityRadius) can be used as "source" in a collision.

Thanks for that skid.

Think i'd better get a pencil and paper out and get down cleary what I am trying to achieve =)