STATE_engine_ignore_back_faced_polygons_for_collision_detection

 

 


   This function is only relevant for the way collision detection functions work (mainly STATE_engine_is_movement_possible() ). 
   By default STATE_engine_is_movement_possible() acts as follows: 
  		VIEWER_MODE (the default mode): does not ignore polygons that are back-facing the camera (if a polygon is back facing the camera it could still cause collision and become the blocking polygon when calling STATE_engine_is_movement_possible() )
  		EDITOR_MODE : Polygons back facing the camera are ignored and do not participate in the collision detection.
   To change these defaults one can use this function.
  
   Among the collision detection functions that are influenced by STATE_engine_ignore_dynamic_objects_for_collision_detection() are: 
  		STATE_engine\object_is_movement_possible(), STATE_engine_2D_point_to_3D(), STATE_engine_get_object_at_point_2D().
  		STATE_engine_get_polygon_at_point_2D(), STATE_object_drop_down() and other functions that is sensing the shape of the world
  		and that its result is dependent on the shape of the world
  
   Example:
  
  		  In editor mode this will change the default setting and will cause STATE_engine_is_movement_possible() to
  		  consider all the polygons for collision purposes. This might be useful if you are writing a game in EDITOR_MODE
  		STATE_engine_ignore_back_faced_polygons_for_collision_detection(NO);
  
   See also: STATE_engine_ignore_dynamic_objects_for_collision_detection()

 

 

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