Yeah I found the constraints now, for some reason I failed to notice those
this afternoon. I cannot find where they are actually checked in the code
though. I guess that is probably done inside the particle library. At the
moment I still have not found a way to get a handle on the collision
information without just simulating it externally, but that still seems like
a less than optimal way to go about this.



On Sat, Jul 12, 2008 at 8:34 PM, Tom Edwards <[EMAIL PROTECTED]>
wrote:

> You can apply a constraint to make particles collide with the world, but
> whether you'll be able to detect where they land is anyone's guess.
>
> Leon Oskam wrote:
> > Hi,
> >
> > I am currently toying with some effects with the new particle system and
> one
> > of the things I'd like to do is try to have particles that can interact
> with
> > the world geometry (i.e. leave surface marks or something like that). My
> > problem at the moment is in trying to establish a reliable and fast way
> to
> > obtain the location where particles are hitting a ceiling/wall/floor. Is
> > there any way to check whether particles are colliding against the world?
> I
> > couldn't find any obvious references to something like that anywhere in
> the
> > code and from the looks of it particles clip clean through any world
> > geometry so I guess maybe there isn't. I'm only interested in obtaining a
> > vague area so I have no intention of establishing this for every single
> > particle or anything, and I would only be using it on fairly focused
> systems
> > (i.e. where most particles go more or less towards the same point, not
> ones
> > where they spray in all directions).
> >
> > My "hacky" theoretical solutions to this would be either using traces or
> a
> > temporary invisbile client projectile that follows more or less the same
> > path as the particle system trajectory but neither of those seem like
> > particularly fool proof and robust solutions. Is there a better way to do
> > this? I'd appreciate any pointers or thoughts on this. Cheers,
> >
> >    -Leon
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>
>
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