I could be wrong about this –
I noticed that geometry serving as visual graphics should have setCollideMask(0) called, because this isn’t set by default.
This is fine and causes no issues, however…
Collision Rays are “odd balls.” They collide with visible geometry even if that geometry isn’t being used as collision geometry.
I ran a test -
I loaded up a small island that had one collision barrier attached as surface collision. I set “setCollideMask(0)” on the visible geometry of the island. I had a Collision Ray strike the island.
NO collision was detected! Of course the visible geometry of the island wouldn’t get detected by the Ray because of the “collide mask” being set to zero, but why not the collision barrier? The collision barrier was not even attached to the island, it was set to render.
From what I can tell, Collision Rays do not collide with collision barriers. I could be wrong… So where am I going wrong?
Am I right?
The collision barrier is much cheaper than the visible geometry, which means faster collision checking for the Ray striking it; but the Collision Ray wants to strike visible geometry only….
That’s kind of odd.
I do believe the Ray will hit a collision object defined within P3D like a Panda collision sphere and so on. It’s just the objects loaded up as collision barriers.
Drwr, what’s going on?