anti-collision groups

Suggest changes and improvements to Algodoo.

anti-collision groups

Postby Bronie12345 » Sun May 30, 2010 3:28 pm

i've been thinking of posting this for a while, so i'll just do it...

the idea is like this:
instead of only collision groups
also anti-collision groups
if 2 objects are in the same anti-collision group, they will never collide with eachother

so for example, you are working on something, what needs to overlapping objects that both need C, but need a diffrent collision group extra (for object0 we go for A, for object1 we go for B).
Now you can't make them not collide with eachother with heteroCollide/no-self collision...
You need something extra, if you don't want to use an extra collision group (lets say, only possible other group at that posistion is group D, but that gets used by attraction, so also no possibility)
Now if you both put those overlapping objects inside anti-collision group 1 (or A), then they won't collide with eachother, and the problem is solved...

This might also help those extreme transformers I see around sometimes...
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Re: anti-collision groups

Postby Matten » Sun May 30, 2010 3:42 pm

And what should happen when two objects have collision group A (so they collide), and anti-collision group B (so they not collide).
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Re: anti-collision groups

Postby Bronie12345 » Sun May 30, 2010 3:46 pm

they won't collide with eachother, because they are both in the anti-collision group

collision groups and anti-collision groups don't have anything to do with eachother...
the 2 objects just won't collide with eachother as long as they have at least one the same anti-collision group (just like collision groups work now, but then inverted)
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Re: anti-collision groups

Postby Matten » Sun May 30, 2010 3:47 pm

So the anti-groups have a higher priority?
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Re: anti-collision groups

Postby Bronie12345 » Sun May 30, 2010 3:57 pm

yes

another example:
3 overlapping objects
all have collision group A
object0 has anti-collision group A
object1 has anti-collision group A and B
object2 has anti-collision group B

object0 and object2 will collide with eachother
none of the objects would collide with object1
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Re: anti-collision groups

Postby Matten » Sun May 30, 2010 4:18 pm

I understand, but isn't this a kind of no-selfcollision groups?
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Re: anti-collision groups

Postby Bronie12345 » Sun May 30, 2010 4:45 pm

that's what i explained in the first post...
no-selfcollision is just a function to not collide with an object that has EXACT the same collision groups and water collide group.

anti-collision groups work diffrent
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Re: anti-collision groups

Postby Matten » Sun May 30, 2010 4:48 pm

Hmm, shouldn't it be great if you also could have different collision groups for different splashes of water?
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Re: anti-collision groups

Postby Bronie12345 » Sun May 30, 2010 4:57 pm

would be nice!
Ill maybe make a new topic for that later, but first contineu on my current projects
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Re: anti-collision groups

Postby Chronos » Mon May 31, 2010 1:13 am

We don't need it, because we can already do it.

It's called UNCHECKING THE DAMN BOX.
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Re: anti-collision groups

Postby Bronie12345 » Mon May 31, 2010 5:56 am

read the full topic, not only the first post, chronos...
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Re: anti-collision groups

Postby Chronos » Mon May 31, 2010 7:17 am

It can be done with no selfcollision. Bronie, you won't win this. This can already be done, you're just being lazy.
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Re: anti-collision groups

Postby Bronie12345 » Mon May 31, 2010 7:26 am

ill make the examples in a scene for you
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Re: anti-collision groups

Postby Matten » Mon May 31, 2010 7:46 am

Chronos wrote:It can be done with no selfcollision. Bronie, you won't win this. This can already be done, you're just being lazy.

But now you have only one no selfcollision group. Bronie's ideas is to make more of them.
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Re: anti-collision groups

Postby Chronos » Mon May 31, 2010 9:42 am

You don't only have one. For all of these examples, No selfcollide is on. If the collision group on two objects are A, they won't collide. If one is A and one is B, they'll collide. If one is A and one is AB, (I think) they collide. If they're both AB, they won't collide.

So you have even more no selfcollide group than you do collision groups. Therefor, we don't need this.
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Re: anti-collision groups

Postby Bronie12345 » Mon May 31, 2010 1:02 pm

you fail at that explanation...
when the one is A and the other B, they still don't collide
When the one is A and the other AB, yes, they will collide
thats why i suggest anti-collision groups
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Re: anti-collision groups

Postby Chronos » Mon May 31, 2010 1:32 pm

Oh, I see what you're saying. I still don't really think it's needed though.
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Re: anti-collision groups

Postby Bronie12345 » Mon May 31, 2010 2:09 pm

might be usefull for complex transformers, or other complex mechanisms with alot overlapping objects...
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Re: anti-collision groups

Postby Versieon » Mon May 31, 2010 4:07 pm

I guess I would rather have more collision groups in the first place.
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Re: anti-collision groups

Postby Bronie12345 » Mon May 31, 2010 4:18 pm

then i'd prefer the custom collsision groups mentioned in an other topic...
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Re: anti-collision groups

Postby Rideg » Tue Jun 15, 2010 11:57 pm

The zDepth should controll the collisions.
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Re: anti-collision groups

Postby Mystery » Wed Jun 16, 2010 1:45 pm

O.o Zdepth is the layer of the object in comparison to the scene.
I.E A Object with zdepth of 2 will go on top of an object with Zdepth of 1.
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Re: anti-collision groups

Postby Rideg » Wed Jun 16, 2010 2:05 pm

I know but if they have the same they should collide ;)
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Re: anti-collision groups

Postby RicH » Wed Jun 16, 2010 2:18 pm

An idea like that would make some things complicated(designing, hiding mechanics). Don't even think about having it as an option. That would be better suited for 3D.
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Re: anti-collision groups

Postby Rideg » Wed Jun 16, 2010 2:26 pm

It would just be more realistic
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