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RigidBody should be able to use not only direct children CollisionShapes #2174

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slapin opened this issue Jun 23, 2015 · 6 comments
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@slapin
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slapin commented Jun 23, 2015

RigidBody should be able to use not only direct children CollisionShapes for collision prevention.
This probably should be possible to specify somehow, probably via implementation of
proxy nodes. In this case the following setup should work for collision prevention:
RigidBody
---Skeleton
------BoneAttachment
---------CollisionShape

For worm-like creatures this would be awesome :)

@Kermer
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Kermer commented Jun 24, 2015

Could be useful, but I suppose it would need a lot of work. Mainly because CollisionShapes are resources, not nodes and they don't even hold their transform - their Body holds it.

@slapin
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slapin commented Jun 27, 2015

Nobody said it would be easy, but I can't see how this would be hard to implement?
It just require to add a transform to CollisionShape node, or to CollisionObject and
that won't affect existing setup much as the Transform is relative anyway.
Should be quite small change. And collision tests could have RigidBody Transform multiplied with CollisionShape transform. This behavior could be enabled with a flag (to have some collisionshapes not participate in collision avoidance). Also Area node should prevent its CollisionShapes to
participate in collision avoidance.

@slapin
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slapin commented Jun 27, 2015

BTW, CollisionShape extends from Spatial, how come it doesn't have own Transform?

@Kermer
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Kermer commented Jun 27, 2015

CollisionShape is just an editor helper. Read THIS. It isn't written for 3D, but 3D works the same.

@slapin
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slapin commented Jun 28, 2015

But there are CollisionShapes which are used by the same RigidBody for collision detection and these can be parented to Spatial or BoneAttachment and is it hard to make them work for collision prevention? Strange..

@leonkrause leonkrause changed the title [1.2][FR][Usability] RigidBody should be able to use not only direct children CollisionShapes RigidBody should be able to use not only direct children CollisionShapes Nov 11, 2015
@aaronfranke
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Closing in favor of godotengine/godot-proposals#535.

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