Collisions

Parent : system

Factors related to collisions of players and objects colliding with a freeform.

Height Calculation

The following attributes are used in height calculation

 0.2 collisiontrianglewidth
 _____
 \   /         0.3 roomdiff
  \ /

roomdiff float
A triangle is used to test the collision with a freeform (eg town). This is the height of the triangle and is usually the height you'd expect of a room inside of a building.

collisiontrianglewidth float
This is the width of the collision triangle when calculating the ground height.

heightmaximum float
When determining height using 'withcollisiondown' the collision triangle start of at a certain height above the terrain and moves down until it strikes a freeform such as a town. For towns with rather high points then a higher value may be necessary though will use more computation time.

Horizontal Collisions

The following are attributes regarding collisions with walls

                v3 ----
                |        ------    v2
                |                   |
 rectwidthclose o                   rectwidthtip
                |                   |
                |        ------    v1
                v4 ----

rectwidthtip
For the triangle you are using to test with a collision with a wall this is the width of the tip of the triangle.

rectwidthclose float
For the triangle you are using to test with a collision with a wall this is the width of the part of the triangle closest to the camera

bouncebackdist float
If a horizontal collision is detected then this is the amount of distance a player will bounce backwards after colliding with the object, eg a wall

dropheight float
To stop players falling off large drops in a town (eg a wall) it is possible to specify a drop height where if in front of the camera there is a drop over a specified amount then it is consider a horizontal collision and the player cannot move forward