collision mesh vs maskedsprite
Blitz3D Forums/Blitz3D Programming/collision mesh vs maskedsprite
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is it possibles? |
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Collision are allways sphere to something. So, I don't know if it would be any good. However, you could go like this: (1) Check for collision (2) Read CollisionTriangle(), CollisionX/CollisionY (3) Calculate CollisionU and CollisionV, converting Fredborgs PickedU/V example in the code archives. http://www.blitzbasic.com/codearcs/codearcs.php?code=515 (4) Convert U/V to texture coordinates (x,y) x# = u# * texturewidth(..) y# = v# * textureheight(..) (5) read pixel (x,y) from texture and check if it is the transparency color. (normally 0, 0, 0) |
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What you could do is create a cube, make its alpha=0, then scale it to the co-ordinates of the sprite, eg, cube=CreateCube(sprite) EntityAlpha cube,0 EntityType cube,TYPE_SPRITE ScaleEntity cube,1,1,0.0001 |