If you added another type you would make that one 0x0008, and the next would be 0x0010...
#define NONE_MASK (0x0000)
#define BALL_MASK (0x0001)
#define CUBE_MASK (0x0008) <------
#define BALL2_MASK (0x0010) <------
Then is set getSceneNodeFromScreenCoordinatesBB(pos, BALL2_MASK);
I have a ...
Search found 5 matches
- Sat Mar 10, 2007 12:07 pm
- Forum: Advanced Help
- Topic: How can I avoid picking through scene node to another node.
- Replies: 13
- Views: 2025
- Fri Mar 09, 2007 6:18 pm
- Forum: Advanced Help
- Topic: How can I avoid picking through scene node to another node.
- Replies: 13
- Views: 2025
I have some problem about getSceneNodeFromScreenCoordinatesBB(). I try to add 1 more SphereSceneNode and I set the ID to be BALL2_MASK. And then I set getSceneNodeFromScreenCoordinatesBB(pos, BALL2_MASK). From this following code, I should select only on the new Sphere but I can select every node ...
- Thu Dec 21, 2006 7:38 am
- Forum: Beginners Help
- Topic: collision detection
- Replies: 9
- Views: 1179
- Thu Dec 21, 2006 4:48 am
- Forum: Beginners Help
- Topic: collision detection
- Replies: 9
- Views: 1179
- Wed Dec 20, 2006 6:28 pm
- Forum: Beginners Help
- Topic: collision detection
- Replies: 9
- Views: 1179
collision detection
In my game, there are five monsters that can run freely in the map and I want to check the collision detection between all of them.
Do I have to check every pair of them like this
monster1 and monster2
monster1 and monster3
monster1 and monster4
monster1 and monster5
monster2 and monster1
monster2 ...
Do I have to check every pair of them like this
monster1 and monster2
monster1 and monster3
monster1 and monster4
monster1 and monster5
monster2 and monster1
monster2 ...