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Primitive Components

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    Primitive Components

    Im curious as to the reasoning behind UDK and UE3 not having some of the basic components one might expect, like a pivot or spherical collision. Theres been numerous occasions when I would find these useful and was wondering if anyone else would have need of these aside from myself.

    Perhaps there are ways around having these implemented, such as using a spherical mesh with per poly collision but I was under the impression such things were optimized in code proceedurally. Such as for sub-division of collision using a segments variable or even adjusting segments based on conditions.

    For a real world example:
    Code:
    /**
     * Copyright 2011 Daniel Batten (aka 00zX or MonsOlympus), All Rights Reserved.
     */
    class mSpell_Mode_IStream extends mSpell_Mode_InstantHit;
    
    var SplineComponent Spline;
    
    function SpawnCollision(Weapon W)
    {
    	local InterpCurvePointVector iVec;
    	local SphereComponent Sphere;
    	local vector Loc;
    	local int i;
    
    	Sphere = new() class'SphereComponent';
    	foreach Spline.SplineInfo.Points(iVec, i)
    	{
    		Loc = iVec.LeaveTangent - iVec.ArriveTangent;
    		Sphere.SetRadius((Vsize2d(Loc)*i)*0.25);
    		Sphere.SetSegments(i*4);
    		W.AttachComponent(Sphere);
    	}
    }
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